Base Class: Fighter
The scarred face of the weathered killer turned into a grin of depraved pleasure. Deep inside he knew this was the moment he had been waiting for all his life. To be slain so effortlessly by a man of such skill... at last the man forged from the madness of war was slain. The cut had been so brutal yet so graceful. As his vision blackened he uttered his final words.
"Its not that I didn't see his sword move... I didn't even see him move."
As a Battoujutsu Master you specialize in lightning fast strikes to fell your foes. While many fighters go to battle using brute force and armor you rely on reflexes and cunning to turn the tide of battle. You strive to slay creatures in a single strike by drawing, slashing and sheathing your sword all in a single fluid movement.
Zen
Starting at the 3rd level your mind sharpens.
All of your special attacks as a Battoujutsu Master require unparalleled dedication to your art. You only have access to these abilities when you wear light armor, wield a katana (longsword) and have nothing in your offhand.
When you choose this archetype you gain proficiency and expertise in perception and proficiency in wisdom saving throws. You add your wisdom modifier to your initiative.
You are one with your blade. You can draw and sheath your katana as a free object interaction.
Battoujutsu
Additionally at the 3rd level your skill with the blade increases.
You treat a katana as a finesse weapon if you have nothing in your offhand.
You can disengage and dash as a combined action and movement when moving to attack a creature you have not yet damaged in the engagement. If you move at least five feet your first attack has advantage, has a critical range of 19-20 and deals 1d6 bonus damage. This damage increases by 1d6 at the 6th, 9th, 12th, 15th and 18th levels. A Battoujutsu requires you to accelerate your katana out of your sheath and is a one handed attack.
You can also do a Double Battoujutsu as a bonus action. This bonus action can only be taken after making a successful Battoujutsu against a creature. You strike with your sheath to deal bludgeoning damage equal to 1d4 + your dexterity modifier. Upon hit the creature must make a strength saving throw. The DC is equal to 8 + your proficiency + your dexterity modifier. Upon a failed saving throw the creature is knocked prone. If the creature fails its saving throw by five or more it is stunned for one round. You cannot do a Double Battoujutsu if you made any extra attacks after your Battoujutsu.
Bushido
At the 6th level your wisdom in the ways of battle make you a difficult opponent for your foes to strike and you can punish clumsy blows.
You add your wisdom modifier as AC when wearing light armor. When a creature misses an attack against you, you can make one attack against that creature as a reaction. You deal half your Battoujutsu dice as bonus damage (rounded up).
Kaze Ippo
At the 10th level you are able to step out of danger like a leaf on the wind.
You gain proficiency in dexterity saving throws and can disengage as a bonus action.
Raikensuto
At the 15th level the precision of your blade is unmatched.
Once per short rest as a bonus action you can double the damage of your Battoujutsu against a single creature.
Tenken
At the 18th level you are able to move at supernatural speeds. Your critical range increases to 18-20 during a Battoujutsu.
Once per long rest you can perform a Battoujutsu as a combined action, movement and bonus action to strike a number of hostile creatures equal to your dexterity modifier within your dashing range regardless of any damage they have taken from you. The dashing range is limited to the point of origin of the attack and at its conclusion you return to the point of origin. If the number of hostile creatures is less than your dexterity modifier you evenly divide the strikes between the creatures, attacking in the same order after the first round of strikes.
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Posted Nov 18, 2019I know there's probably a reason why, but why not make it a sub-rogue class and just swap sneak attack with battoujutsu instead of just giving a fighter all rogue abilities as class perks. It would free up class perks for things like " at 6th lvl while your sword is sheathed you have a +1 bonus to your AC".
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Posted Nov 16, 2018And also Rurouni Kenshin. Nevertheless, probably a fun class to play.
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Posted Sep 9, 2018This archetype is inspired by the iconic samurai from pop culture film and animation.