Base Class: Fighter
The bushi are a more warlike, disciplined order of samurai- those who stand stoically with a heavy blade, rather than darting like the wind. Their charismatic brothers have their own place, certainly- but the bushi live to protect those that they serve, and do not deviate from that purpose.
Vital Spirit
3rd level Bushi feature
You learn two bushido techniques of your choice, which are detailed under “Bushido Techniques” below. Many maneuvers enhance an attack in some way. You can use only one bushido technique per attack.
Bushido. You learn an additional bushido technique of your choice at 5th, 9th, 13th, and 17th level. Each time you learn a new bushido technique, you can also replace one bushido technique you know with a different one.
Spirit. You gain a number of spirit points equal to your Wisdom modifier (minimum of 1). You regain all expended spirit points after a short or long rest.
Saving Throws. Some of your bushido techniques require your targets to make a saving throw to resist the bushido technique’s effects. The saving throw DC is calculated as follows:
Bushido save DC = 8 + your proficiency modifier + your Wisdom modifier
Bushido Techniques
3rd level Bushi feature
You learn two bushido techniques of your choice. You learn an additional bushido technique of your choice at 5th, 9th, 13th, and 17th level.
Armor Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's physical defenses. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and the next piercing, slashing, or bludgeoning damage that is dealt to the creature is increased by that amount.
At 10th level, the damage increases to 2d10.
Counter Break
You can expend one spirit point as a reaction when you are attacked by a creature you can see to imbue your weapon with spiritual energy, allowing you to strike back at enemy attackers. When you use this feature, the creature who attacked you must make a Constitution save equal to your Bushido save DC. On a failed save, a spiritual weapon appears next to the creature, and you can make a melee attack roll with one of your weapons, rolling 1d10 on a successful hit- you deal additional weapon damage equal to the result, and the enemy cannot take reactions until the start of their next turn.
At 10th level, the damage increases to 2d10.
Delay Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's speed and reaction. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and that creature must subtract that amount from its initiative score. If the creature's initiative goes below yours, its turn is skipped until the next round of combat. You cannot reduce a creature's initiative below 0 using this effect.
At 10th level, the damage and initiative reduction increase to 2d10.
Equipment Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, attempting to break one piece of equipment on a creature that you can see, and that your blade can reach. The enemy must make a Dexterity saving throw- on a failed save, you can deal your weapon's damage to the piece of equipment you're targeting. The equipment's health depends on the type of equipment and rarity-
Simple Weapon: 15
Martial Weapon: 20
Armor (light or medium): 30
Armor (heavy): 40
Magical Item (Wondrous, common): 20
Magical Item (ring or other jewelry): 15
Misc item (rope, crowbar, etc): 10
The health of the item increases by 15 for each rarity level that the item is from Uncommon to Legendary.
When you use this feature, you can target the item you targeted with the initial attack with any further attacks for the rest of your turn. A broken piece of equipment can be repaired over the course of a long rest, unless the item states otherwise.
At 10th level, you can deal an additional 1d10 weapon damage to the item when you hit it.
Guard Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's guard. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and the enemy's AC is reduced by that amount until the start of your next turn.
At 10th level, the damage and AC reduction increase to 2d10.
Magic Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's magical attacks. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and the enemy's next spell that deals a damage type other than piercing, bludgeoning, and slashing deals reduced damage equal to the result.
At 10th level, the damage and damage reduction increase to 2d10.
Mental Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's physical defenses. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and the next spell that deals damage of a type other than piercing, bludgeoning, or slashing deals additional damage equal to the result.
At 10th level, the damage increases to 2d10.
Power Break
You can expend one spirit point when you make a melee weapon attack using the Attack action to imbue your weapon with spiritual energy, rending the enemy's physical attacks. When you use this feature, the creature you attacked must make a Constitution save equal to your Bushido save DC. On a failed save, roll 1d10- you deal additional weapon damage equal to the result, and the enemy's next attack that deals piercing, bludgeoning, or slashing damage deals reduced damage equal to the same result.
At 10th level, the damage and damage reduction increase to 2d10.
Unbending Vassal
7th level Bushi feature
Your stoic, firm nature and piercing gaze allow you to gain proficiency in the Insight and Intimidation skills, if you did not already have proficiency. In addition, when a creature within 5 feet of you is hit by a melee attack, you can use your reaction to become the target of the attack instead. You can do this an amount of times equal to your proficiency bonus per long rest.
Unyielding Soul
10th level Bushi feature
When you roll a natural 20 on an attack roll or reduce a hostile creature to 0 hit points, you can regain one spirit point.
Stalwart Defense
15th level Bushi feature
When you take damage in place of another creature using the Unbending Vassal feature, you can expend one spirit point to gain resistance to that damage.
Noble Sacrifice
18th level Bushi feature
When you use the Action Surge feature, you can use this feature to immediately take another action in addition to the action granted by Action Surge- however, at the end of your turn, you drop to 0 hit points and fall unconscious. In addition, you gain a level of exhaustion, and this feature can only be used once per turn.
Previous Versions
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