Base Class: Fighter
Ronin are masterless warriors—perhaps exiled wanderers cast out from their homes, cunning vagabonds navigating the fringes of society, or stoic travelers hailing from distant lands—who walk a solitary path, bound only by the tenets of their personal code. Their formidable skill isn't born from lineage or formal training alone, but forged through hardened experience and stark pragmatism developed in a life without a lord's protection. Lacking traditional support, they rely on Unyielding Focus to channel intense bursts of combat readiness and vital resilience. A sharp eye, honed by necessity, lets them assess threats and exploit openings with deadly precision. These adaptable warriors seamlessly blend offense and defense in a fluid combat style and possess a stubborn refusal to yield, capable of making a final, desperate stand when brought to the brink of death.
Level 3: Seasoned Drifter
Your extensive travels have honed your awareness, have a keen understanding of your surroundings, allowing you to gain an uncanny proficiency with the use of any object or clever ways to use a weapon. This allows you to gain proficiency in using improvised weapons. Similarly, you learn the necessary skills for navigating different environments and entertaining yourself during quiet moments.
You gain proficiency in either the Nature or Survival skill.
You gain proficiency with one type of gaming set or one type of musical instrument.
You gain the Observant feat.
You gain proficiency with Improvised Weapons.
Level 3: Unyielding Focus
You can channel your hardened resolve to fight through adversity. As a bonus action on your turn, you can grant yourself the following benefits:
You gain temporary hit points equal to your proficiency bonus + your fighter level.
You have advantage on weapon attack rolls you make until the end of the current turn.
You gain one of the following additional benefits of your choice:
Precise Strike: When a weapon attack hits, that attack deals extra damage equal to your Wisdom modifier (min of +1).
Sudden Evasion: The first attack roll made against you before the start of your next turn has disadvantage.
Swift Disengage: You can immediately move up to half your speed without provoking opportunity attack.
You can use this feature a number of times equal to your proficiency bonus + one. You regain all expended uses when you finish a long rest or short rest
Level 7: Fearsome Vagabond
Your time alone and the hardships you've faced project an intimidating aura and fortified your willpower. whenever you make a Charisma Intimidation check, you can add your Wisdom modifier (min of +1) to the roll.
Additionally, you gain proficiency in Wisdom saving throws and have advantage on saving throws against being charmed or frightened
Level 10: Relentless Fortitude
Your grit and resolution recovers quickly. When you roll initiative and have no uses of your Unyielding Focus feature remaining, you regain one use of it. If you have no missing uses, you start your turn with Unyielding Focus activated without a cost.
You also learn how to press an advantage. While you have temporary hit points granted by your Unyielding Focus feature, your weapon attack score a critical hit on a roll of 19 or 20. If you have a feat or weapon that already has this effect, you may lower it once more by 1.
Level 15: Flowing Strikes
You weave offense and defense into a seamless flow. When you take the Attack action on your turn and have advantage on a weapon attack roll against a creature, you can forgo that advantage for that roll to make one additional weapon attack against that same creature as part of the same action. Additionally, you gain a bonus to your AC equal to your wisdom modifier (minimum of 1).
Note: Removing advantage does not remove the benefits of Unyielding Focus.
Level 18: Unbroken Defiance
Your sheer refusal to fall can snatch victory from the jaws of defeat. If you take damage that reduces you to 0 hit points but doesn’t kill you outright, you can use your reaction to make a final stand. You regain 1 hit point, and if you are prone, you can stand up. You then immediately take an extra turn, interrupting the current turn.
During this extra turn, you have advantage on all attack rolls, ability checks, and saving throws, and any weapon attack you hit with is automatically a critical hit.
If you reduce at least one hostile creature to 0 hit points during this extra turn, you regain hit points equal to your fighter level at the end of the turn. If you do not reduce a hostile creature to 0 hit points during this turn and end the turn with 0 hit points, you fall unconscious.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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