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.
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.
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | Stance Usage | Stance Duration | ||
---|---|---|---|---|---|---|
1st | +2 | Stances | 2 per long rest | 5 rounds | ||
2nd | +2 | Tenkū Blade | 2 per long rest | 5 rounds | ||
3rd | +2 | Subclass (Seraphi/Kagutsuchi), Subclass feature | 3 per long rest | 5 rounds | ||
4th | +2 | Ability Score Improvement | 3 per long rest | 5 rounds | ||
5th | +3 | Breathe, Extra Attack | 3 per long rest | 5 rounds | ||
6th | +3 | _ | 4 per long rest | 5 rounds | ||
7th | +3 | Stance Feature | 4 per long rest | 5 rounds | ||
8th | +3 | Ability Score Improvement | 4 per long rest | 5 rounds | ||
9th | +4 | Kento Strike | 4 per long rest | 5 rounds | ||
10th | +4 | Masamune | 4 per long rest | 5 rounds | ||
11th | +4 | Stance Feature | 4 per long rest | 5 rounds | ||
12th | +4 | Ability Score Improvement | 4 per long rest | 5 rounds | ||
13th | +5 | Extra Attack | 4 per long rest | 5 rounds | ||
14th | +5 | Virtue of Strata | 4 per long rest | 5 rounds | ||
15th | +5 | Stance Feature | 4 per long rest | 5 rounds | ||
16th | +5 | Ability Score Improvement | 4 per long rest | 5 rounds | ||
17th | +6 | Clarity | 4 per long rest | 5 rounds | ||
18th | +6 | Ranseizan | 5 per long rest | 6 rounds | ||
19th | +6 | Ability Score Improvement | 5 per long rest | 6 rounds | ||
20th | +6 | Kōraisen | 5 per long rest | 6 rounds |