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Imperial


Hit Points

Hit Dice: d10 per Imperial level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per imperial level after 1st

Proficiences

Armor: Leather Armor
Weapons: Katanas
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.

Overview & Creation

Long ago when the Hyperian nation was still young, the golden dragon Ko-Li Shen decended to the land of the mortals. Ko-Li Shen saw that this young nation burned with the spirit of fire in their hearts. So, it was to be that Ko-Li Shen would teach the first emperor of the Hyperian nation the way of Imperial fighting style. From then on all that wished to learn the imperial way joined in the service of the Hyperian army to defend the people of Ellemore.


Class Features

Stance Forms At 1st level as you take up the mantle of Imperial 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)   Ataru 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. You learn addilional strikes for this stances at 5th, 10th and 15th level.   Djem So 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. You learn addilional strikes for this stances at 5th, 10th and 15th level.   Lotus 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. You learn addilional strikes for this stances at 5th, 10th and 15th level.   Stance Executions   Upward Slash: (Ataru 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 Ataru Stance, if you have no Stance Uses left, you can not use this ability.   Charge Thrust: (Djem So 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 Djem So Stance, if you have no Stance Uses left you can not use this ability.   Sheath Strike: (Lotus 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 Lotus Stance, if you have no Stance Uses left you can not use this ability.   Helm Splitter: (Ataru 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 Ataru Stance.   Haze Slash: (Djem So 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 Djem So Stance.   Horizontal Slash: (Lotus 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 Lotus Stance.   Flame Greater: (Ataru 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 fire damage. This ability will ignite any flammable object it hits. This ability can only be used while in Ataru Stance.   Lightning Stab: (Djem So 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 lightning damage. Any creature hit by this ability must succeed on a Constitution saving throw (DC 10+ ½ Imperial level) or become paralized for 6 seconds. This ability can only be used in Djem So Stance.   Frigid Slash: (Lotus 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 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 Lotus Stance.   Swallow Strike: (Ataru 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 Ataru Stance.   Moon Shadow: (Djem So 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 Djem So Stance.   Petal Scatter: (Lotus 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 Lotus Stance.   Tenkū 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.   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.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Breathe 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 1d10+Con and giving allies adjacent to you temporary hit points equal to your Constitution modifier. Once you have used this ability, you cannot use it again until you have completed a long or short rest.   Kento 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 Bludgeoning + Str damage and must succeed on a constitution saving throw (DC 10 + Str) or drop any weapon or item they are holding in their hands.  


Masamune 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 Masamune, 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.   Virtue of Strata 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.
Ranseizan 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 Ranseizan. With Ranseizan 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 Ranseizan’s effects end.   Kōraisen 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 Kōraisen. 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:

  • (a) a nodachi or (b) two katanas
  • (a) explorer's pack or (b) dungeoneer's pack
  • 10 darts

 


Subclass Options

Seraphi Art Form

Imperials that practice this art form are stalwart warriors of immense discipline. They believe in the purity of the light and see the justice is carried out in a swift and honorable manner. Imperials of this form are generally bodyguards to royal families or lawbringer of their particular town or city.   Honorable Justice 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.   Cry of the Light 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 attack roll per each selected creature. On each critical roll the designated creature is instantly killed. If not the creatures take normal weapon damage.  

Kagutsuchi Art Form

A few centuries after Ko-Li Shen taught the imperial arts to the Hyperian nation, a member of the Greyson family deverged from the formal imperial style. Anubis Greyson designed a stance form that move with blazing speed, incorperating the traditional stances making a art form that is both graceful and powerful. Imperails that choose this art form are warriors that seek adventure and prestige.   Kagutsuchi 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 Kagutsuchi 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 Ataru Stance, Djem So Stance, or Lotus Stance.   Spirit of Adventure 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.   Doragon 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 Kagutsuchi 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.   Stance Dancer At 15th level you have become a true master of 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 UsageStance Duration
1st+2Stances2 per long rest5 rounds
2nd+2Tenkū Blade2 per long rest5 rounds
3rd+2Subclass (Seraphi/Kagutsuchi), Subclass feature3 per long rest5 rounds
4th+2Ability Score Improvement3 per long rest5 rounds
5th+3Breathe, Extra Attack3 per long rest5 rounds
6th+3_4 per long rest5 rounds
7th+3Stance Feature4 per long rest5 rounds
8th+3Ability Score Improvement4 per long rest5 rounds
9th+4Kento Strike4 per long rest5 rounds
10th+4Masamune4 per long rest5 rounds
11th+4Stance Feature4 per long rest5 rounds
12th+4Ability Score Improvement4 per long rest5 rounds
13th+5Extra Attack4 per long rest5 rounds
14th+5Virtue of Strata4 per long rest5 rounds
15th+5Stance Feature4 per long rest5 rounds
16th+5Ability Score Improvement4 per long rest5 rounds
17th+6Clarity4 per long rest5 rounds
18th+6Ranseizan5 per long rest6 rounds
19th+6Ability Score Improvement5 per long rest6 rounds
20th+6Kōraisen5 per long rest6 rounds

Created by

Raidromon3883.

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