Base Class: Barbarian
Warriors of the Bushido code uphold the 8 virtues above all even in the midst of battle.
Righteousness (Gi) Be acutely honest throughout your dealings with all people. Believe in justice, not from other people, but from yourself. To the true warrior, all points of view are deeply considered regarding honesty, justice and integrity. Warriors make a full commitment to their decisions.
Courage (Yu) Hiding like a turtle in a shell is not living at all. A true warrior must have heroic courage. It is absolutely risky. It is living life completely, fully and wonderfully. Heroic courage is not blind. It is intelligent and strong.
Compassion (Jin) Through intense training and hard work the true warrior becomes quick and strong. They are not as most people. They develop a power that must be used for a Means to a end or beginning. They have compassion. They help their fellow men at every opportunity. If an opportunity does not arise, they go out of their way to find one.
Respect (Rei) True warriors have no reason to be cruel. They do not need to prove their strength. Warriors are not only respected for their strength in battle, but also by their dealings with others. The true strength of a warrior becomes apparent during difficult times.
Honesty (Makoto) When warriors say that they will perform an action, it is as good as done. Nothing will stop them from completing what they say they will do. They do not have to 'give their word'. They do not have to 'promise'. Speaking and doing are the same action.
Honour (Meiyo) Warriors have only one judge of honor and character, and this is themselves. Decisions they make and how these decisions are carried out are a reflection of who they truly are. You cannot hide from yourself.
Loyalty (Chu) First, stay true to yourself. When fealty is given to another, this must not be abandoned even under difficult circumstances.
Self-Control (Jisei) The discipline of fortitude on the one hand, inculcating endurance without a groan, and the teaching of politeness on the other, requiring us not to mar the pleasure or serenity of another by expressions of our own sorrow or pain, combined to engender a stoical turn of mind, and eventually to confirm it into a national trait of apparent stoicism.
These virtues are not law but a guide through the steps of life and choices, one most find their own the "middle" within Eight footfold path. The "middle" being to understand the existence and nonexistence between lives.
Ichi-ryu Technique / Balanced Mind and Body
Starting at 3rd level, you have learned to take advantage of your martial prowess to wrestle foes into submission. You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. On your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands. In addition your unarmed strikes become stronger. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier,
Calm and Balanced mind:
When using your rage instead of uncontrollable ferocity you go into a battle trance steadying your mind for the coming fight. When you roll initiative you can use your Dexterity and constitution modifier and choose rather to plus to your roll or subtract to you’re total Additionally once you gain the Feral Instinct Class Feature you may Choose to roll with disadvantage instead of advantage.
Maki-Kaeshi Technique/A Warriors Resolve
At 6th level You learn the Maki-Kaeshi Technique; You go into a parry stance until the start of your next turn using you’re action, bonus action and reaction, any melee attack made against you that you can see, you may roll a counter attack using, You stop parrying if you are Blinded or incapacitated.
one of your weapons attack modifier, if you roll higher than the attackers roll you roll the weapons damage and halve the total, while the attackers hit misses you. You may use parry as many times equal to your constitution.
You also gain the ability A Warriors Resolve, when you slay a creature as a reaction you may gain temporary health equal to your proficiency and Constitution modify, the health remains for one minute. You can only use this feature a number of times equal to your Level halved (rounded down)
Both Features come back on a long rest.
The Yohonme Techinque / Ronin's Salvo
Starting At 10th Level you learn how to calm yourself in the heat of battle and focus your mind on a single purpose to win. As a bonus action on your turn you can go into a concentrated state and applying bonus rage damage if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. Additionally, while raging, you are immune to being frightened. But you are counted as if you were concentrating on a spell.
You also Learn Ronin's Salvo, after years of traveling has taught you to survive on your own with the natural medicine around you. Through a Nature check or Purchasing the indigents (Determined by your DM) you can make a Healing Salvo. As a action you may apply the salvo to yourself healing for 1D4+ your constitution modifier for 1D6 Turns.
If you try to Apply the salvo to any other creature it damages the creature instead since the creature is not use to the raw and undulated indigents.
The Hyoho Niten Techinque/ Musashi’s Curtain Call
Starting at 14th level when you rage you gain the light property for two marital weapons of your choice and while wielding these weapons you have disadvantage on all Melee weapon attacks.
Starting at 14th level, you can delay death for an instant to perform a final strike to your opponent.When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If You roll a 15 or higher on your D20 roll it is a crit. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.
Once you use this feature, you can’t use it again until you finish a long rest.
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