Base Class: Fighter
A Ronin is a masterless warrior, a blade without a banner. Once sworn to a code, now free to walk their own path—sometimes with honor, sometimes with fury.
Forged by hardship and refined through relentless discipline, Ronin combine martial prowess with calm, deadly precision. Their solitude has made them adaptable and unpredictable on the battlefield, capable of turning any situation to their advantage.
Many Ronin wander in search of redemption, revenge, or simply a purpose. Their past may be a mystery, but one thing is certain—the moment their hand touches the hilt of their blade, something ancient awakens.
Whether you imagine your Ronin as a disgraced knight, a lone samurai, or a ruthless duelist with no allegiance, this subclass gives you the tools to play a warrior with deadly focus and cinematic flair. With stances, counters, and precise strikes, the Ronin becomes the eye of the storm in any fight—calm, silent, and deadly.
Level 3: Way of the Ronin
Ronin’s Katana
When you choose this archetype at 3rd level, you gain proficiency with the katana—a special version of the longsword that counts as having the finesse property for you. Additionally, when wielding a longsword in one hand and without a shield, you gain a +1 bonus to attack rolls made with it.
Ronin’s Agility
While you are wearing light armor or no armor, your walking speed increases by 10 feet, and you ignore difficult terrain.
Ronin’s Dexterity
When you choose this subclass, if your Dexterity score is lower than your Strength score, you can swap the two values.
Level 7: Keen Reflexes
Starting at 7th level, you learn two special reaction options. You can use only one reaction per round, as normal.
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Parry. When you are hit by a melee weapon attack and are wielding a katana, you can use your reaction to reduce the damage by 1d4 + your Dexterity modifier + half your fighter level (rounded down).
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Dodge. When a creature you can see makes a melee attack against you, you can use your reaction to gain +2 bonus to AC against that attack. If the attack misses, you can immediately move up to 10 feet without provoking opportunity attacks. You can use this reaction only while wearing light armor or no armor.
Level 10: Step of the Sky
Your movement becomes fluid and unbound.
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Your walking speed increases by 10 feet.
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When you hit with a melee weapon attack, you can use the Disengage action as a free action until the end of your turn.
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When you use either your Action Surge or Second Wind feature, you gain the following benefits until the end of your turn:
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Your walking speed increases by 10 feet.
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You gain temporary hit points equal to 5 + your Dexterity modifier.
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Level 15: Perfect Counter
Your Parry improves into a precise art.
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When you are hit by a melee weapon attack, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier + half your fighter level (rounded down).
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If this reduces the damage to 0, you can immediately make a melee weapon attack with your katana against the attacker. This attack is made with advantage.
Additionally, you gain the Deflect Missiles feature from the monk class. However, you can use the feature to make the ranged counterattack only twice per short or long rest.
Level 18: Spirit of the Wanderer
You have achieved total harmony with the blade.
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Your attacks with a katana deal an additional 1d4 slashing damage and 1d4 piercing damage.
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You have advantage on Dexterity saving throws.
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You can take two reactions per round, but still only one per turn.
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