Shugyosha (Yaranaika): Difference between revisions
Line 1: | Line 1: | ||
{{yaranaika}} | {{yaranaika}} | ||
==Fighter Subclass: Samurai== | ==Fighter Subclass: Samurai== | ||
Classical Japanese upper-class warrior who carries two swords, ''katana'' and ''wakizashi''. | Classical Japanese upper-class warrior who carries two swords, ''katana'' and ''wakizashi''. Treat them respectively like [[longsword]] and [[shortsword]]. Other common weapons include ''naginata'' ([[glaive]]) and ''tanto'' ([[dagger]]). Samurai are trained 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. | In Mythic Japan, women are fully equal to male samurai, contrary to real history. |
Revision as of 15:09, 1 June 2025
Fighter Subclass: Samurai
Classical Japanese upper-class warrior who carries two swords, katana and wakizashi. Treat them respectively like longsword and shortsword. Other common weapons include naginata (glaive) and tanto (dagger). Samurai are trained 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 (Nō 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 either 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 next Attack roll (only) 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
Parry. You learn advanced techniques to parry any opponent's attacks. Whenever you are wielding a melee weapon, you get a +2 bonus to your Armor Class, unless you are Grappled, Incapacitated, or Prone.[1]
A Commander Knowing Soldiers. You have attained the power in the knowledge of the art of war. When your group engages enemies in combat, everyone on your side within 100 feet gains Heroic Inspiration. You can use this power once per your Proficiency Bonus times. It recharges after Long Rest.[1]
Tireless. You gain an extra level of Exhaustion. Whenever you would gain Exhaustion, mark this extra level spent instead. It is recharged after a Long Rest. If you already had extra Exhaustion (from variant human species ability, for example), you keep that as well and have two extra levels now.
Level 15
Small and Large. As A Commander Knowing Soldiers, but you can inspire an entire army with Heroic Inspiration, within your line of sight. You don't need to actually see everyone; this feature works even under Dim Light or Darkness. This is an extra feature which you can use only once; it is recharged after Long Rest.[1]
Unshakable. You are immune to Fear and Frightened condition.
Level 18
Knocking the Heart Out. Whenever you are commanding an army within your line of sight (regardless of actually seeing everyone) and using a gunbai (軍配団扇, gunbai-uchiwa), a specialized form of fan used by samurai officers in Japan to communicate commands to their troops, everyone opposing your side feels defeated. Whatever D20 Tests related in any way to this battle your enemies do, they suffer Disadvantage to their roll. This includes attack rolls, saving throws, ability checks, initiative—everything!
Only a wish or an artifact, or a commander with the same ability can negate this feature; in that case, neither side gets Disadvantage. You can't engage in combat yourself—your actions are spent commanding.[1]
If you are Incapacitated, this feature is negated. Also, opponent's units beyond your theoretical line of sight are not affected.
Shōgun. Even if you are not literally the shōgun, you now certainly have the prestige and reputation to becoming one. You gain Expertise to all Social Interaction (Deception, Intimidation, Persuasion), and also to Insight and Performance (giving speeches) skills. Your Proficiency Bonus is counted twice for these skills.
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 gain 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]