Shugyosha (Yaranaika): Difference between revisions

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===Level 7: Water===
===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 [[reach]] or a [[ranged weapon]].<ref name="musashi" />
'''''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" />
 
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.


===Level 10: Fire===
===Level 10: Fire===

Revision as of 07:01, 31 May 2025


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Fighter Subclass: Samurai

Classical Japanese upper-class warrior who carries two swords, katana and wakizashi. Use longsword and shortsword rules, respectively. Other common weapons include 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.

In Mythic Japan, women are fully equal to male samurai, contrary to real history.

Level 3

Artist. Choose one form of art. You gain a Tool Proficiency into that art. Most common ones are Acting ( in particular), Calligraphy, Flower Arranging, Kemari (蹴鞠, Japanese football game), Painting, Poetry (haiku in particular), Tea Ceremony, and Sculpting. At each subclass feature, you can choose another new artistic Tool Proficiency. You cannot choose the same proficiency twice. If you feel there are no suitable arts for your character, you can skip this feature.

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 feature. Another samurai can shout back as a Reaction—in this case, neither will have Advantage.[1]

Level 7

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.[1]

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), 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.

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 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.

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.

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. TODO FIX THIS - NO OPPOSED ROLLS! and make this one roll only! 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.[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.[1]

References

  1. 1.0 1.1 1.2 1.3 1.4 Inspired by Miyamoto Musashi: The Book of Five Rings
  2. From Eiji Mushikawa: Musashi (1935)