Fighter
Base Class: Fighter

Many members of the samurai class of Rokugan are trained from birth in the arts of combat, tactics, and command. Commoners usually become bushi by circumstance, having been levied into service in wartime or trained by experience fighting marauders and wild creatures that threaten their home. A bushi might serve in a variety of roles over the course of their life: as a front-line combatant in the clan’s armies, a field commander, a guard captain at a castle or fortification, or an instructor to the next generation.

Level 3: Combat Stances

Your experience on the battlefield has refined your fighting techniques. You learn maneuvers and Combat Stances, which are fueled by special dice called Focus Dice and Clarity Dice.

Combat Stance. 
You learn up to Three Stances of your Choice. The different types of Stances will enhance your performance in battle. You can only use once stance per encounter.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice when you reach Fighter levels 7, 10, and 15. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Focus Dice. You have four Focus Dice, which are d8s. A Focus Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short or Long Rest.

Clarity Dice. You have four Clarity Dice, which are d8s. A Clarity Die is expended when you use it. You regain your Clarity dice by rolling a 1d4 after defeating an enemy while using a stance.

You gain an additional Superiority Die when you reach Fighter levels 7 (five dice total) and 15 (six dice total).

Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.

Level 3: Clan Tradition

Select your clan, wither it be Major minor, or Master-less.

Warning: Your class must match your background otherwise character will not save properly.

Crab Clan

Of the Great Clans of Rokugan, only the Crab Clan exists in a state of con stant war, protecting the Emerald Empire against the ever-present threat of the otherworldly monsters that spill forth from the Shadowlands. As such, the Crab Clan teaches its disciples fortitude, courage, and practicality in equal measure. Horrors, demons, and the unliving are merciless foes, and bushi of the Crab Clan can’t afford to behave as though the fight against these creatures is going to be fair or chivalrous.

Crane Clan

The Crane Clan’s diplomats generally prefer to avert war than fight it, but this does not mean its bushi are any less dedicated to mastery of battle than those of the other clans. The bushi from the Daidoji Iron Warrior dōjō form the core of their clan’s small standing army. They are highly trained heavy infantry who can hold the line and delay the advance of any foe. Many enemies have broken on the unwavering spears and iron discipline of the Daidoji Iron Warriors. When there are no wars for the Crane Clan to fight, many are assigned as pro tectors of Crane castles or as bodyguards to traveling Crane courtiers.

Dragon Clan

The Dragon Clan almost never marches to war, and invasions of its lands have been even more infrequent across the centuries. Any protracted strike on the Dragon Clan’s mountainous domain has invariably stagnated into a brutal cam paign of guerilla warfare, with its deadly Mirumoto- trained swordmasters harrying scouts or trapping their foes in narrow mountain passes to gain the edge against superior numbers. The Agasha family’s warrior-mystics are also deadly, as capable in hand to-hand combat as they are at invoking the power of mountain spirits to collapse upon their foes. When act ing outside of its own domain, the Dragon Clan’s bushi tend to be elite infantry who strike hard and fast to secure their objectives, withdrawing before the enemy responds in force.

Lion Clan

The Lion Clan’s original mandate was in the creation of an empire, and it is still the primary protector of Rokugan against military threats foreign and internal to this day. The Akodo War College trains the finest strategic thinkers in the Emerald Empire, and members of other clans often study there. Its curriculum is focused on control: of one’s weapons, of the battlefield, over the flow of conflict, and ultimately, over oneself.

Phoenix Clan

The Isawa family’s author ity is derived from spiritual knowledge rather than mar tial prowess, and their ritualists rarely take the battle field. Therefore, in both wartime and peacetime, the Shiba family takes the lead on such matters. As Shiba swore to protect Isawa, so the Shiba Guardian School emphasizes the defense of and cooperation with the Isawa; its members complement and protect ritual ists. The Shiba Guardians are broadly trained, often as much scholars and peacemakers as warriors.

Scorpion Clan

The Scorpion Clan projects military power in traditional ways, and some among the Bayushi family are trained as commanders and warriors in addition to their education as court iers and magistrates. Perhaps the finest bushi of the Scorpion Clan are the warrior monks of the Yogo Pen itent sect, renowned for their use of the halberd and cold calm in battle. However, the Scorpion Clan’s most noteworthy military assets are its clandestine ones.

Unicorn Clan

The core of the Unicorn military, the Shinjo Outrider tradition emphasizes speed and flexibility. All Shinjo Outriders learn the art of reconnaissance and how to get the most out of their horses. Their preferred weapon is the Shinjo horse bow, which they use with great accuracy even while riding at a gallop. In Unicorn battle plans, they are often the bait in a feigned retreat. The Moto tradition’s heavy cavalry serves as the hammer in these strate gies, coupling speed with power to close the trap on enemy forces. To break the most difficult formations or hold the most desperate defenses, the Unicorn Clan deploys its most elite heavy cavalry, the Utaku Battle Maidens.

Level 7: Know Your Enemy

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Once you use this feature, you can’t do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

Level 10: Improved Combat Superiority

Your Superiority Die becomes a d10.

Level 15: Relentless

Once per turn, when you use a maneuver, you can roll 1d8 and use the number rolled instead of expending a Superiority Die.

Level 18: Ultimate Combat Superiority

Your Superiority Die becomes a d12.

Level 3: Kenjutsu Techniques

Your blade is now sharp, what techniques will you use, samurai?

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks.

Roll the Superiority Die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Commanding Presence

When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the roll.

Disarming Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die roll to the attack’s damage roll. The target must succeed on a Strength saving throw or drop one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike

When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Feinting Attack

As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target this turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack

As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die roll to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack

When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw or have the Frightened condition until the end of your next turn.

Parry

When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).

Pushing Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 15 feet directly away from you.

Riposte

When a creature misses you with a melee attack roll, you can take a Reaction and expend one Superiority Die to make a melee attack roll with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack

When you hit a creature with a melee attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment

When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack

When you hit a creature with an attack roll using a weapon or an Unarmed Strike, you can expend one Superiority Die and add the die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw or have the Prone condition.

Level 3: Stance Options

When you roll initiative, you choose a stance to adopt, and you can switch between stances by spending 3 your Clarity die. Stances can only be used during combat encounters.

Ember Stance

Stance Effects.

When a hostile creature that you can perceive ends its movement within 10 feet of you, you can spend your reaction to attack the target. The Target will take an additional 1d8 Force damage.

Clarity Generation.

If your Reaction attack reduces the Target's HP to 0, regain your Clarity Die by 1d6.

Mountain Stance

Stance Effects.

To enter this stance you must spend one Clarity Die. At the start of your initiative if there is at least one hostile creature within 30 feet of you gain 1d4 to your AC. You can only use this effect once per initiative. The effects will end when the encounter is over.

Clarity Regeneration.

At the end of your turn, gain 1 additional Clarity point for each hostile creature within 5 feet of you.

River Stance

Stance Effect.

At the start of your initiative, spend one Clarity Die and Your movement speed is increased by +5 feet. Additionally, on your turn, you can spend a bonus action to perform a Dash, Disengage, Help, or Search action. Only one stance can be active per initiative. The effects of your stance ends when the encounter is over.

Clarity Regeneration.

At the end of your turn, gain 1 additional Clarity point for each of the following actions that you performed: Dash, Disengage, Help, or Search.

Willow Stance

Stance Effects.

During your turn, you can spend your bonus action to grapple or shove one creature within 5 feet of you. You gain an Unarmed Strike as an additional Bonus action.

Clarity Generation.

At the end of your turn, gain 1 additional Clarity point for each successful grapple, shove or unarmed attack.

Way Of Bushi Image

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