Shugyosha (Yaranaika): Difference between revisions
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==Fighter Subclass: | ==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 [[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. | |||
''''' | ===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 [[Variant Rules#Fighting Style Feats|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]].<ref name="musashi">Inspired by Miyamoto Musashi: The Book of Five Rings</ref> | |||
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.<ref name="musashi" /> | |||
''''' | |||
===Level | ===Level 10: Fire=== | ||
''''' | '''''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" /> | ||
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 | |||
'''''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 <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. | |||
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.<ref name="musashi2">From Eiji Mushikawa: Musashi (1935)</ref> | |||
===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" /> | |||
== | ==References== | ||
{{references}} | |||
[[Category:Subclasses]] | |||
[[Category:Fighter Subclasses]] |
Latest revision as of 06:31, 15 June 2025
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]