Base Class: Ranger
Warriors that lost their path, strayed without a master find connection with nature.
Through this connection they build their own path still adhering to their old ways but not all of them.
Their Bushidō still remain in their hearts, like chains that ground them.
Zanjutsu
At 3rd level, you master the art of the sword. Attacks with melee weapons deal a number of d6 equal to your ranger level divided by 4.
You may also bond with one melee weapon, this bonded melee weapon becomes more attuned to you in nature after finishing the 9 hours three origin ritual which are:
Learning - where you must learn your weapon.
Understanding - the difference of you and your weapon.
Bonding - becoming one with your weapon.
Once you have completed this ritual your bonded melee weapon gains one of the following property:
- Finesse Property
- Heavy or Light Property
- Replaces 2-handed property to versatile (from a d12 to d10, d10 to d8, d8 to d6, d6 to d4, d4 to 0 when holding the weapon with one hand)
- Special Property: You can replace the Versatile Property with the Special Property as you may instead use its the higher damage die while still using the versatile weapon with one hand.
While the melee weapon is bonded with you, small black vines run through its spine as Druidic runes that symbolizes the path you lost and the path you now walk intertwine.
You may only have one Bonded Weapon active at a time.
Drifter’s Quickness
At 3rd level, once per turn when you hit a creature with a melee weapon attack you attempt to disarm your opponent. After damage is resolved you force them to make a grip check (athletics or acrobatics ability check) against a DC equal to half the damage they took. On a failure they drop whatever they are carrying or holding. If you have a free hand and you are within 5 ft. you may grab the object otherwise it just falls to the ground. If it is an object you can use you may then use a bonus action on your turn to take the [Tooltip Not Found] action.
Broken Bushidō
At 7th level, you have followed the bushidō code far to long to know that sometimes the rules limit your potential which now you can be more calculating and cold in resisting to follow the bushido code. You gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain proficiency in Wisdom or Charisma saving throws (your choice).
You also learn how to fight dirty, calculating your success in hunting your foes, while you gain proficiency on perception check if you already have this proficiency you may choose to gain proficiency in one of the wisdom based skill check.
While a creature you have marked by your favored foe class feature moves away from your reach, you may attack them with a melee weapon attack as a reaction and move with them as long as the creature does not move more than double your movement speed.
Bushidō Spirit
At 11th level, you gain the ability to enhance your melee prowess. As a bonus action you may flare your fighting spirit for one minute.
- Your movement speed doubles.
- You gain a bonus to your AC and damage rolls equal to your proficiency bonus.
- While you are holding your bonded melee weapon that lacks the two-handed property and nothing in the off hand, you can manifest a replica weapon (the replica weapon only replicates the bonus to attack roll, damage roll, and additional or extra damage of the bonded weapon) of your bonded melee weapon on your off hand, when you take the attack action on your turn with your bonded weapon you may also make the same amount of attacks(maximum of 2) with your replica weapon on your off hand as part of the same action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Unhonourable Counter
At 15th level, you gain the ability to interrupt, when a hostile creature within 10 feet of you tries to take an action (but not a reaction that isn’t readied) not on their turn (such as a readied action or Legendary actions). When this creature takes the action you can use your reaction to make a melee weapon attack against that creature. You make this attack immediately before they take the action. If the attack hits, the action gets interrupted and they must make a concentration check, failing the concentration check disables their reactions until the end of their next turn.
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