Fighter
Base Class: Fighter

 Nobushi are masterless warriors, men/women without ties to a lord, temple, or monastery. They are commonly mercenaries, bandits, highwaymen, or wanderers, earning their money however they can. They can be found serving Samurai, protecting the court, or swelling the ranks of armies. A few may be Kensai who have fallen by the way. Most, however, are of low birth who have chosen the way of the warrior to advance in the world.

This is a Fighter class archetype.

  • Cobbler - 3rd-level Nobushi feature
  • Way of the Wolf - 3rd-level  Nobushi feature
  • Path of the Wolf - 7th- Nobushi feature
  • Wolf's Teeth- 10th-level  Nobushi feature
  • Spit in the Oni's Eye -15th Level Nobushi feature
  • Kiai-Shout - 18th-level Nobushi feature
 NOTE:  Orignal work and credit go to Michael Mifsud in DM GUILD.  I only uploaded and tweak this as to use D&D Beyond for virtual Game

Cobbler

3rd-level Nobushi feature - You gain proficiency with Smith's Tools. You are a master of cobbling together amour from scraps. While in Heavy armor that you have cobbled -  You gain resistance to all non-magical attacks that are bludgeoning, slashing or piercing as well is proficiency in Smith’s tools. This will only affect non magical armor and requires a DC check set by DM for pieces gathered.

 

Way of the Wolf

3rd Level Nobushi Feature  You may choose a class feature from following List. 

 
 
Combat Superiority

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th and 10th. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level..

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

 

Firearm Proficiency

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

 

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20

 

Student of War

You gain proficiency with one type of artisan’s tools of your choice

 

Path of the Wolf

7th Level Nobushi Feature   You may choose a class feature from following List. 

 
 
Combat Superiority

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Combat Superiority

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two additional maneuvers of your choice. Additionally, you can also replace one maneuver you know with a different one.

Superiority Dice. You gain another superiority die.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Firearm Proficiency

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

 

Gunsmith

You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

 

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

 

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Remarkable Athlete

You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

 

Student or War

You gain proficiency with one type of artisan’s tools of your choice.

 

Wolf's Teeth

10th Level Nobushi Feature   You may choose a class feature from following List. 

 
Additional Fighting Style

You can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

 While you are wearing armor, you gain a +1 bonus to AC.

Dueling

 When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Combat Superiority

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Combat Superiority

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two additional maneuvers of your choice. Additionally, you can also replace one maneuver you know with a different one.

Superiority Dice. You gain another superiority die.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

 

Firearm Proficiency

You gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

 

Gunsmith

You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

 

Gunsmith

You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

 

Improved Combat Superiority

Maneuvers: You learn two additional maneuvers of your choice . Additionally, you can also replace one maneuver you know with a different one.

Superiority Dice: Your superiority dice turn into d10s.

 

Improved Critical

Your weapon attacks score a critical hit on a roll of 19 or 20.

 

Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Remarkable Athlete

You can add half your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

 

Student of War

You gain proficiency with one type of artisan’s tools of your choice.

 

Spit in Oni's Eye

15th Level Feature You become immune to fear. Allies within 10 feet of you again advantage to Saving Throws.

 

Kiai-Shout

18th Level Feature The hard life of a Nobushi gives you little time for self-contemplation and intense mental training, both of which greatly aid in the use of ki. However, Nobushi do have an elementary ki power. When you use your second wind action it is accompanied by a fierce kiai (shout). You can then choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided the creature can hear you.

 

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