Shugyosha (Yaranaika): Difference between revisions

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==Fighter Subclass: Samurai==
==Fighter Subclass: Shugyōsha==
Classical Japanese upper-class warrior who carries two swords, ''katana'' and ''wakizashi''. Use [[longsword]] and [[shortsword]] rules, respectively. A lady might be trained in using ''naginata'' ([[glaive]]) and ''tanto'' ([[dagger]]). Samurai are trined to police towns and prevent crimes, and are in charge of protection and defense. They follow the ''bushidō'' code of honor.
This is the Way of the Sword. You are dedicated to hone your fighting skills and thrive to understand strategy. Most of these characters wander the country alone, seeking masters to challenge. You'd like to visit every warrior-monk monastery or sword school that comes along to seek duels. Job of an adventurer also is perfectly fine - the more monsters and NPCs you get to fight, the better. Note: your chosen weapon does not have to be a sword, but the most common weapons for the Way are katana ([[longsword]]) and wakizashi ([[shortsword]]), ōdachi ([[greatsword]]), and daikyu ([[longbow]]).


===Level 3===
Some shugyōshas are much more relaxed and having too much fun, or are con men without much real fighting skills at all. You could use some other character class to make such an impostor. A few are actually [[Ninja (Yaranaika)|ninjas]] in disguise, on an extensive long-term mission, often to find someone who is on the run or stays hidden for some reason. Impostors don't obviously get any of the features listed below.
'''''Law and Order.''''' If you weren't proficient with [[Intimidation]], you now become proficient. You can use Strength or Charisma modifier for [[Intimidation]] checks. If the target is of lower class than you and is obliged to act accordingly, you either have Advantage to the check, or GM might not even require any check at all - your target becomes intimidated and [[Helpful]].


'''''Before Shout.''''' You feint and shout in order to stir your target, lashing out while your they are distracted. You gain Advantage to your first Attack roll against that target. You can use this Shout once per your Proficiency Bonus, thereafter a [[Long Rest]] recharges it. Creatures immune to fear are immune to this ability. Another samurai can shout back as a [[Reaction]]—in this case, neither will have Advantage.
===Level 3: Earth===
'''''Light Load.''''' Followers of the Way usually travel light and wear only Light Armor at most, and no Shield. To compensate for this, you add your Proficiency Bonus to Armor Class when wearing Light Armor or no armor at all.


===Level 7===
'''''The Science of Martial Arts.''''' You learn all the basic Fighting Style feats: [[Archery]], [[Defense]], [[Great Weapon Fighting]], and [[Two-Weapon Fighting]] which you did not yet have. If you already had all four - which is not usually possible - you can choose one more new [[Variant Rules#Fighting Style Feats|Fighting Style Feat]].
'''''Always Vigilant.''''' You have [[Advantage]] on [[Initiative]] rolls and a +5 advantage to your [[Passive Perception]].


'''''Find the Opponents' Rhythm.''''' Whenever you have struck down an opponent ([[dead]], [[prone]], or [[incapacitated]]), you gain five feet extra movement which you can use immediately. This also applies to ranged attacks.
===Level 7: Water===
'''''The Lacquer Body.''''' When an opponent tries to leave a square threatened by you, you get an Opportunity Attack even if the opponent has used [[Disengage]] action. For the purpose of this feature, if you are using a ranged weapon, you threaten all squares within 10 feet radius of you. And yes, this means you get an [[Opportunity Attack]] against an opponent who attempts to engage you in melee while you are wielding a [[reach]] or a [[ranged weapon]].<ref name="musashi">Inspired by Miyamoto Musashi: The Book of Five Rings</ref>


===Level 10: TODO===
Japanese lacquer work (漆, ''urushi''), a hard and tightly adhering surface treatment, has been used on finishing armor, furniture and household items as well as weapons and architecture.
'''''TODO.'''''


===Level 15: TODO===
'''''Waterfall Meditation.''''' By standing under waterfalls, you have became resistant to natural cold. Natural cold temperatures do not bother you.<ref name="musashi" />
'''''TODO.'''''  


===Level 18: TODO===
===Level 10: Fire===
'''''TODO.'''''
'''''Open in Eight Directions Stance.''''' You cannot normally be [[surprise]]d at all unless you have the [[Incapacitated]] condition. [[Invisible]] and hidden opponents do not get [[Advantage]] when attacking you. Even if you are asleep, you become aware of a danger 1d6 rounds before it manifests, and you wake up.<ref name="musashi" />


==Fighter Subclass: Shugy&omacr;sha==
This also means that a [[rogue]] can make a sneak attack against you only if he has an ally within 5 feet of you.
This is the Way of the Sword. You are dedicated to hone your fighting skills and thrive to understand strategy. Most of these characters wander the country alone, seeking masters to challenge. You'd like to visit every warrior-monk monastery or sword school that comes along to seek duels. Job of an adventurer also is perfectly fine - the more monsters and NPCs you get to fight, the better. Note: your chosen weapon does not have to be a sword, but the most common weapons for the Way are katana ([[longsword]]) and wakizashi ([[shortsword]]), &omacr;dach ([[greatsword]]), or daikyu ([[longbow]]).


Some shugy&omacr;shas are much more relaxed and having too much fun, or are con men without much real fighting skills at all. You could use some other character class to make such an impostor. A few are actually [[Ninja (Yaranaika)|ninjas]] in disguise, on an extensive long-term mission, often to find someone who is on the run or stays hidden for some reason. Impostors don't obviously get any of the features listed below.
'''''Book of Fire.''''' You now have [[Resistance]] against [[Cold]] damage.


Followers of the Way travel light and wear only Light Armor at most, and no Shield. To compensate for this, you gain your Proficiency Bonus to Armor Class when wearing Light Armor or no armor at all.
===Level 15: Wind===
'''''Striking without Thought and without Form.''''' Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. You also learn the option described below.


===Level 3: Earth - The Science of Martial Arts===
'''''Snatch Weapon.''''' This is a new option for [[Unarmed Strike]]. If you hit with an unarmed strike, which must be your first attack on this round, the target must succeed on a Strength or Dexterity saving throw (it chooses which). The DC for the saving throw equals <code>8 plus your Strength or Dexterity modifier (choose which one) and Proficiency Bonus</code>. If target's weapon is Heavy, Reach, or Two-Handed, or target is one or more size categories larger than you, target gets [[Advantage]] to the saving throw.
You learn all the basic Fighting Style feats: [[Archery]], [[Defense]], [[Great Weapon Fighting]], and [[Two-Weapon Fighting]] which you did not yet have. If you already had all four - which is not usually possible - you can choose one more new Fighting Style Feat.


===Level 7: Water - The Lacquer-Like Sticky Body===
If the saving throw succeeds, the target has stopped your attempt. You lose any [[Extra Attacks]] or Bonus Action attacks.
When an opponent tries to leave a square threatened by you, you get an Opportunity Attack even if the opponent has used [[Disengage]] action. For the purpose of this feature, if you are using a ranged weapon, you threaten all squares within 10 feet radius of you. And yes, this means you get an Opportunity Attack against an opponent who attempts to engage you in melee while you are wielding a ranged weapon.


===Level 10: Fire - Open in Eight Directions Stance===
If the saving throw fails, you have snatched one of the opponent's weapons (or the opponent's shield) and you can wield it yourself (or drop it, if you wish). If you have Extra Attacks remaining, you can continue using them.
You cannot normally be [[surprise]]d at all unless you have the [[Incapacitated]] condition. [[Invisible]] and hidden opponents do not get [[Advantage]] when attacking you. Even if you are asleep, you become aware of a danger 1d6 rounds before it manifests, and you wake up.
 
This also means that a [[rogue]] can make a sneak attack against you only if he has an ally within 5 feet of you.


===Level 15: Wind - Striking without Thought and without Form===
Shields were almost never strapped to fighter's arm but held by a handle. If for some reason a shield is attached to target's arm, target gets [[Advantage]] to the saving throw.
Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. You also learn the maneuver described below.


'''''Snatch Weapon.''''' with a successful [[Unarmed Strike]], you can attempt to snatch an opponent's weapon and begin using it yourself. You need to have both hands free to attempt this maneuver. If you succeed to hit the opponent's AC, you both make a d20 roll, adding Proficiency Bonus and either Strength or Dexterity Modifier, whichever is better. If your result is bigger than the opponent's, you have successfully snatched the weapon and can immediately use your remaining Extra Attacks with it. If your result is a tie or lower, you fail. You may attempt snatching a weapon only once per round. If you fail, you lose your remaining Extra Attacks, although you can still move if you have any remaining move steps.
Miyamoto Mushashi (according to fiction) started using this maneuver because swords are sometimes damaged or broken in combat, and he wanted to spare his own weapons.<ref name="musashi2">From Eiji Mushikawa: Musashi (1935)</ref>


Miyamoto Mushashi (according to fiction) started using this maneuver so that his own swords would not be damaged or broken.
===Level 18: Void===
'''''Stone Body.''''' Your body and mind are strong like the hardest stone. You have [[Resistance]] against ''all'' damage (yes, including [[Force]] and [[Psychic]]). Only a ''[[Wish]]'' spell or artifacts may negate this feature, and even then only temporarily. You are also immune to Fear and [[Frightened]] condition.<ref name="musashi" />


===Level 18: Void - Stone Body===
==References==
Your body and mind are strong like the hardest stone. You have [[Resistance]] against ''all'' damage (yes, including [[Force]] and [[Psychic]]). Only a ''[[Wish]]'' spell or artifacts may negate this feature, and even then only temporarily.
{{references}}
[[Category:Subclasses]]
[[Category:Fighter Subclasses]]

Latest revision as of 06:31, 15 June 2025


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Fighter Subclass: Shugyōsha

This is the Way of the Sword. You are dedicated to hone your fighting skills and thrive to understand strategy. Most of these characters wander the country alone, seeking masters to challenge. You'd like to visit every warrior-monk monastery or sword school that comes along to seek duels. Job of an adventurer also is perfectly fine - the more monsters and NPCs you get to fight, the better. Note: your chosen weapon does not have to be a sword, but the most common weapons for the Way are katana (longsword) and wakizashi (shortsword), ōdachi (greatsword), and daikyu (longbow).

Some shugyōshas are much more relaxed and having too much fun, or are con men without much real fighting skills at all. You could use some other character class to make such an impostor. A few are actually ninjas in disguise, on an extensive long-term mission, often to find someone who is on the run or stays hidden for some reason. Impostors don't obviously get any of the features listed below.

Level 3: Earth

Light Load. Followers of the Way usually travel light and wear only Light Armor at most, and no Shield. To compensate for this, you add your Proficiency Bonus to Armor Class when wearing Light Armor or no armor at all.

The Science of Martial Arts. You learn all the basic Fighting Style feats: Archery, Defense, Great Weapon Fighting, and Two-Weapon Fighting which you did not yet have. If you already had all four - which is not usually possible - you can choose one more new Fighting Style Feat.

Level 7: Water

The Lacquer Body. When an opponent tries to leave a square threatened by you, you get an Opportunity Attack even if the opponent has used Disengage action. For the purpose of this feature, if you are using a ranged weapon, you threaten all squares within 10 feet radius of you. And yes, this means you get an Opportunity Attack against an opponent who attempts to engage you in melee while you are wielding a reach or a ranged weapon.[1]

Japanese lacquer work (漆, urushi), a hard and tightly adhering surface treatment, has been used on finishing armor, furniture and household items as well as weapons and architecture.

Waterfall Meditation. By standing under waterfalls, you have became resistant to natural cold. Natural cold temperatures do not bother you.[1]

Level 10: Fire

Open in Eight Directions Stance. You cannot normally be surprised at all unless you have the Incapacitated condition. Invisible and hidden opponents do not get Advantage when attacking you. Even if you are asleep, you become aware of a danger 1d6 rounds before it manifests, and you wake up.[1]

This also means that a rogue can make a sneak attack against you only if he has an ally within 5 feet of you.

Book of Fire. You now have Resistance against Cold damage.

Level 15: Wind

Striking without Thought and without Form. Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. You also learn the option described below.

Snatch Weapon. This is a new option for Unarmed Strike. If you hit with an unarmed strike, which must be your first attack on this round, the target must succeed on a Strength or Dexterity saving throw (it chooses which). The DC for the saving throw equals 8 plus your Strength or Dexterity modifier (choose which one) and Proficiency Bonus. If target's weapon is Heavy, Reach, or Two-Handed, or target is one or more size categories larger than you, target gets Advantage to the saving throw.

If the saving throw succeeds, the target has stopped your attempt. You lose any Extra Attacks or Bonus Action attacks.

If the saving throw fails, you have snatched one of the opponent's weapons (or the opponent's shield) and you can wield it yourself (or drop it, if you wish). If you have Extra Attacks remaining, you can continue using them.

Shields were almost never strapped to fighter's arm but held by a handle. If for some reason a shield is attached to target's arm, target gets Advantage to the saving throw.

Miyamoto Mushashi (according to fiction) started using this maneuver because swords are sometimes damaged or broken in combat, and he wanted to spare his own weapons.[2]

Level 18: Void

Stone Body. Your body and mind are strong like the hardest stone. You have Resistance against all damage (yes, including Force and Psychic). Only a Wish spell or artifacts may negate this feature, and even then only temporarily. You are also immune to Fear and Frightened condition.[1]

References

  1. 1.0 1.1 1.2 1.3 Inspired by Miyamoto Musashi: The Book of Five Rings
  2. From Eiji Mushikawa: Musashi (1935)