Base Class: Fighter
Ronin are warriors without masters or loyalty to any organization, only their code and freedom. They are opportunistic fighters who punish their opponents in combat after they fail to land a strike.
Level 3: Defensive Stance
Starting at third level, when a creature misses you with an attack you, you can use your reaction and make an opportunity attack against said creature. If the creature misses your AC by 5 or more, the attack is made with advantage.
When you miss with a reaction based attack you do not expend your reaction.
Level 3: Dashing Strike
Also at third level, once per turn, when you make a melee attack roll you can extend your reach by 30 feet, on a hit you appear within 5 feet of the target creature as part of the attack. You do not provoke opportunity attacks during this movement.
Level 7: Great Drifter
At seventh level, you can not have your speed reduced by difficult terrain.
When you make a wisdom based check you can add 1d8 to the roll, you can use this ability a number times per long rest equal to your proficiency bonus.
Level 7: Flash of Steel
Also at seventh level, as an action, you can move up to your speed in a straight line, each creature that comes within 5 feet of you during said movement must make a Dexterity Saving Throw or take 3d8 force damage, half on a success. You do not provoke opportunity attacks during this movement. You can use this ability a number of times per long rest equal to your proficiency bonus. The DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Level 10: Seven Fold Strike
At tenth level, choose up to a number of creatures equal to your Strength or Dexterity modifier within 50 feet of you and make a proficient Strength or Dexterity based melee attack roll against said creatures, dealing 4d10 force damage on a hit. You can use this ability once per short rest.
Level 10: Steel Forged Strikes
Also at tenth level, your Flash of Steel damage increase to d10s. When you hit with a Dashing Strike you deal 1d10 additional force damage.
Level 15: Tireless Warrior
At fifteenth level, when you expend a use of your second wind ability you can make a melee attack as part of the action.
Level 15: Reaction Savant
Also at fifteenth level, you gain two reactions per round, regaining both at the start of your turn.
Level 18: Unwavering Defense
At eighteenth level, when you start your turn without expending any reactions on the previous round you gain 2d10 temporary hit points, and gain +5 to your AC until the end of your next turn.







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