Shugyosha (Yaranaika): Difference between revisions
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'''''Law and Order.''''' If you weren't proficient with [[Intimidation]], you now become proficient. You can use Strength 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]]. | '''''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. | '''''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. |
Revision as of 09:58, 30 May 2025
Fighter Subclass: Samurai
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.
Level 3
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 7
Always Vigilant. You have Advantage on Initiative rolls and a +5 advantage to your Passive Perception.
TODO.
Level 10: TODO
TODO.
Level 15: TODO
TODO.
Level 18: TODO
TODO.
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), ōdach (greatsword), or 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.
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 3: Earth - 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-Like Sticky 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 ranged weapon.
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.
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
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 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.