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Ronin


Hit Points

Hit Dice: d8 per Ronin level
Hit Points at first Level: 8 + your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Ronin level after first

Proficiences

Armor: None
Weapons: All simple weapons, Katana
Tools: Calligraphers supplies, Smiths tools, Herbalism kit
Saving Throws: Constitution, Dexterity
Skills: Choose two from Acrobatics, Sleight of hand, Stealth, History, Religion, Insight, Medicine, Survival, Intimidation, Performance.

Class Features

Stances At 1st level as you take up the mantle of Ronin you have tossed aside defence in favor to speed and offense and from this intense training and mindset you have learned three basic but powerful stances that you can take when engaged in combat. As a bonus action during combat you can assume one of your three stances for a duration of time, giving you different benefits and access to different skills depending on your stance. (All skills detailed after stance descriptions)   Upper Stance: While in this stance you have advantage on all basic attack rolls you make with a Katana. While in this stance you may add both your Strength and Dexterity to your damage with Katanas. To enter into this stance you must use the ability Upward Slash. While in this stance, depending on your level, you gain access to the following skills. LV 5: Helm Splitter. LV 10: Flame Greater. LV 15: Swallow Strike.   Clear Stance: While in this stance you may add your proficiency bonus to your AC while wielding your Katana. While in this stance all creatures melee attacks have disadvantage against you while wielding your Katana. To enter into this stance you must use the ability Charge Thrust. While in this stance, depending on your level, you gain access to the following skills. LV 5: Haze Slash. LV 10: Lightning Stab. LV 15: Moon Shadow.   Drawing Stance: While in this stance you gain a bonus to your movement speed equal to your Dexterity modifier * 10. While in this stance you may add your proficiency to your current initiative. To enter into this stance you must use the ability Sheath Strike. While in this stance, according to your level, you gain access to the following skills. LV 5: Horizontal Slash. LV 10: Frigid Slash. LV 15: Petal Scatter.   Upward Slash (Upper Stance | level 1) As an action you can target a single creature within melee range and make a melee attack against them, dealing 1d10+Dex+Str slashing damage on a hit. After using this ability you enter into Upper Stance, if you have no Stance Uses left, you can not use this ability.   Charge Thrust (Clear Stance | level 1) As an action you can target a single creature within melee range and make a melee attack against them, dealing 1d10+Dex piercing damage on a hit. After using this ability you enter into Clear Stance, if you have no Stance Uses left you can not use this ability.   Sheath Strike (Drawing Stance | level 1) As an action you can target a single creature within melee range and make a melee attack against them, dealing 1d10+Str bludgeoning damage on a hit. After using this ability you enter into Drawing Stance, if you have no Stance Uses left you can not use this ability.   Helm Splitter (Upper Stance | level 5) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 2d8+Str slashing damage and the creature has disadvantage on its next attack roll. This ability can only be used while in Upper Stance.   Haze Slash (Clear Stance | level 5) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 1d12+Dex slashing damage and the creature loses its dexterity bonus to AC for 6 seconds. This ability can only be used while in Clear Stance.   Horizontal Slash (Drawing Stance | level 5) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 1d12+Dex slashing damage and the creature adjacent also take 1d6+Dex slashing damage. This ability can only be used while in Drawing Stance.   Flame Greater (Upper Stance | level 10) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 1d10+Str Slashing damage and 1d10+Wis fire damage. This ability will ignite any flammable object it hits. This ability can only be used while in Upper Stance.   Lightning Stab (Clear Stance | level 10) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 1d8+Dex Piercing damage and 1d10+Wis lightning damage. Any creature hit by this ability must succeed on a Constitution saving throw (DC 10+ ½ Ronin level) or become paralized for 6 seconds. This ability can only be used in Clear Stance.   Frigid Slash (Drawing Stance | level 10) As an action once per Stance activation you can target a single creature within melee range and make a melee weapon attack against it. On a hit you deal 1d8+Dex Slashing damage and 1d10+Wis cold damage. This ability will slow any creature’s movement speed that it hits by 10 feet for 18 seconds. This ability can only be used in Drawing Stance.   Swallow Strike (Upper Stance | level 15) As an action once per long rest you can target a single creature within melee range, you may then make a number of consecutive melee weapon attack rolls against it equal to your Dexterity modifier. For each hit you deal 1d12+Str damage. This ability can only be used in Upper Stance.   Moon Shadow (Clear Stance | level 15) As an action once per long rest you can target a single creature within melee range and make a melee attack roll against it, your attack with this ability ignores the targeted creatures armor AC, shield AC, and resistance; and on a hit you deal 3d10 + Dex piercing damage. This ability can only be used in Clear Stance.   Petal Scatter (Drawing Stance | level 15) As an action once per long rest you can target a number of creatures you can see up to your Dexterity modifier + your Wisdom modifier. You may then make a melee weapon attack roll against all selected creatures for 2d12+Dex slashing damage. This ability can only be used in Drawing Stance.   Air Blade At 2nd level you have learned a special trick to the art of the blade, a way to slash at your enemies from a distance without ever losing your blade, by making a very quick and precise slash through the air itself. A number of times per short rest equal to your dexterity modifier you can, as an action, target a single creature within 15 feet of yourself and make a melee weapon attack against it with a katana. On a hit you deal 4d4+Dex Slashing damage; when this ability is used while in any stance, you deal maximum damage.   Subclass You gain your subclass at 3rd level, (put Subclass flavor text here), your choices are between the Peerless arts and the Funeral arts. The first of which gives a new stance which takes parts from all other stances and improves your stances over all, while the other gives you more base skills, some with a chance of instant death, maximizing lethality on the battlefield.   ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature.   Breath At 5th level you know how to calm your spirit, body, and mind, needing to be as sharp and precise as the weapon you hold at all times. As an action, once per short rest, you can take a moment to catch your breath and steady yourself, gaining temporary hit points equal to 1HD+Con and giving allies adjacent to you temporary hit points equal to your Constitution modifier.   Arm Strike At 9th level it is well understood in your line of fighting and the best defence for you is a strong offence, with that very thought in mind you have developed a skill for keeping yourself just a bit safer in combat. Once per short rest as an action you can make a melee weapon attack against a creature within melee range, on a hit the creature takes 2d8+Str Bludgeoning damage and must succeed on a constitution saving throw (DC 10+Str) or drop any weapon or item they are holding in their hands.   Musao At 10th level you have greatly improved in the arts revolving around the stances you take in combat and know how to use them in quick succession with one another. Once per long rest as an action you can activate Musao, and for one minute, you can enter into any Stance you desire without using one of your limited Stance usages, you can also enter into Stances without the need to use Upward Slash, Charge Thrust, or Sheath Strike.   Perfect Chaser At 14th level you have mastered the art of the swift strike and are able to make very quick attacks to your enemies around you when the opportunity presents itself. Whenever a creature within 5ft of you is hit by a basic melee attack you may follow up on the attack by making a melee weapon attack against the creature for your base weapon damage.   Clerity At 17th level when your lift starts to grow short and death is approaching you find you can steady your pulse and keep your breathing even, able to hone your skills even further when in a deadly situation. When you fall below 50% of your maximum hit point total, you may add your proficiency modifier to your AC; and when you fall below 25% of your maximum hit point total you may add your Wisdom modifier to your AC.   Dead Law At 18th level you can forgo all forms of defence for a short time, to make the attacks you deal truly count for all they are worth in a desperate situation. Once per long rest as a bonus action you can activate Dead Law. With Dead Law activated, for 30 seconds, your AC is reduced to 10 and you gain no bonuses to it, magical or otherwise, however you have advantage on all damage rolls you make until Dead Law’s effects end.   Issen At 20th level you have become a true master to your art and can end confrontations just as quickly as you can get into them, fighting and killing with intense precision and ruthless speed. Once per 24 hours, as an action, you can utilize the secret killing art of Issen. You may choose up to any number of creatures that you can see equal to your Wisdom modifier + your Dexterity modifier. All targeted creatures take 4d12+Dex slashing damage. All creatures must then succeed on a Dexterity saving throw (DC 10+Dex) or get insta-killed, any creature that has, or was reduced to less than 25% of their maximum HP has disadvantage on their saving throw.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: one Katana, Silk pants, Cloth chest wrappings, one Water skin, pick one between Calligraphers supplies, Smiths tools, or an Herbalism kit, and 3d4 * 10 gold


Subclass Options

Subclass Features   Funeral Arts   Duel Starting when you choose this subclass at 3rd level your set on ending confrontation quickly and efficiently, sending your enemies to their graves in honorable combat. When in combat, when you make a melee weapon attack against the same creature you attacked the round before, you may add your proficiency to your damage roll.   Beheading Cut At 7th level you desire quick ends to confrontation whenever possible, and the easiest way to end a battle quickly, is to sever the head from your opponent's body. Once per long rest, as an action you may target a single creature within melee range and attempt to behead it. Make a melee attack roll against the creature, on a roll of 20 the creature is beheaded and is instantly killed.   Indomitable Cry At 11th level you can rally your teammates to give their absolute best in a battle, while simultaneously striking fear into your enemies hearts by letting out an intense battle cry. Once per short rest, as an action, you can let out an Indomitable Cry, and ll friendly creatures that can hear you, gain advantage on their next attack roll, and all hostile creatures that can hear you have disadvantage on their next attack roll.   Severing Slash At 15th level your quick reflexes and precise actions have led to the foundation of a powerful and very deadly ability. Once per long rest, when you first enter into combat you can unsheath your katana and target a number of creatures equal to your Wisdom modifier that you can see and make a d20 per each selected creature. On each roll of 20 the designated creature is instantly killed.   Peerless Arts   Peerless Stance Starting when you choose this subclass at 3rd level your training with your stances has improved and allowed you to form a new stance all your own, one that integrates all three stances into a single one, gives you benefits from them all. Once per short rest, as an action, you can use one of your Stance Usages to enter into the Peerless Stance. While in this stance you may add both your Str and Dex to your damage rolls with your katana. While in this stance you may add your Proficiency bonus to your AC when wielding your katana. While in this stance you may add your Proficiency to your current initiative. & While in this stance you may use any ability currently available to you from Upper Stance, Clear Stance, or Drawing Stance.   Rouse Spirits At 7th level your training in the stances has improved your overall disposition and proficiency with them. While in a Stance, you gain 1 temporary Hit Point every 6 seconds. This ability gets even stronger at level 14, and you gain 2 temporary hit points every 6 seconds while in a Stance.   Peerless Combo At 11th level your training in the stances has allowed you to develop a combination attack from the stances most basic moves, and you are able to string all three together simultaneously. Once per short rest, while in Peerless Stance, you may target a single creature within melee attack range and perform Upward Slash, Charge Thrust, & Sheath Strike one after another as one action.   Full Proficiency At 15th level you have become a true master to your stances and you can now enter them quickly, more often, and for longer. Upper Slash, Charge Thrust, & Sheath Strike can now be used as bonus actions to enter into your Stances. Your amount of Stances per short rest and your Stance duration are both doubled.
 


LevelProficiency BonusFeaturesStance UsagesStance Duration
1st+2Stances4 per short rest30 seconds
2nd+2Air Blade4 per short rest30 seconds
3rd+2Subclass (Funeral/Peerless), Subclass feature4 per short rest30 seconds
4th+2Ability score improvement4 per short rest30 seconds
5th+3Breath6 per short rest30 seconds
6th+3--Nothing--6 per short rest30 seconds
7th+3Subclass feature6 per short rest30 seconds
8th+3Ability score improvement6 per short rest30 seconds
9th+4Arm Strike8 per short rest30 seconds
10th+4Musao8 per short rest42 Seconds
11th+4Subclass feature8 per short rest42 seconds
12th+4Ability score improvement8 per short rest42 seconds
13th+5--Nothing--10 per short rest42 seconds
14th+5Perfect Chaser10 per short rest42 seconds
15th+5Subclass feature10 per short rest42 seconds
16th+5Ability score improvement10 per short rest42 seconds
17th+6Clarity12 per short rest42 seconds
18th+6Dead Law12 per short rest42 seconds
19th+6Ability score improvement12 per short rest42 seconds
20th+6Issen12 per short rest60 seconds

Created by

DarksonNico.

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