Base Class: Monk
War-born Ronin, master-less wandering warriors who were destined for war. Two-handed weapons are their specialty for open field combat. Their former masters taught them the way of the blade & mastery of weaponry. Their actions noble yet serve themselves as they have not found someone worthy of their service. Often working for hire to make their living they are best suited for large scale battles.
Ronin's Standoff
An all out save the world skill condition. The standoff allows the user to double the output but also take double the input in a last ditch effort. The double damage will only be dealt with Ronin weapons regardless if they're magical or not. Any damage dealt will do twice its normal amount.
Path of the Ronin
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in a craft. You gain the following benefits.
Ronin's Experience. Choose two types of weapons to become proficient in: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Ronin weapons. When you reach 6th, 11th, & 17th level in this class, you can choose another melee weapon to learn.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Ronin weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Ronin's Deadeye. You can use a bonus action on your turn to make your ranged attacks with a ranged weapon more deadly. When you do so, any target you hit with a ranged attack using the weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the free. You gain proficiency with your choice of supplies.
One with the Blade
At 6th level, you extend your ki into your weapons, granting you the following benefits.
Ronin's Ki Charge. Your attacks with your Ronin weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Blow. When you hit a target with a Ronin weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once per turn.
Ronin Weapon
When you reach 6th level in this class, you can choose another (melee) weapon to be a Ronin weapon for you, following the criteria above.
Ki Combo
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one Ronin weapon additional attacks equals the number of ki points you spent. These bonus attacks, become usable on the next turn & lasts for half a minute.
Ronin Weapon
When you reach 11th level in this class, you can choose another (melee) weapon to be a Ronin weapon for you, following the criteria above.
Unerring strike
At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once each turn.
Ronin's Weapon
When you reach 17th level in this class, you can choose another (melee) weapon to be a Ronin weapon for you, following the criteria above.
-
View User Profile
-
Send Message
Posted Mar 18, 2021I am working on a full ver. that will be closer to my goal for this sub class.