Ronin

by Gamabina

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The Ronin


He sheaths his blade as a knight falls with a large gash from shoulder to waist, the rest of the unit fruitlessly attempts to attack the tiefling as he calmly sweeps through them each one falling like the last.


Teleporting through the battlefield the halfling strikes at each enemy, followed by a mirage of blades cleaving at their armor before disappearing again.


Whatever the focus Ronins are lethal warriors, with an intense willpower. Striking down their foes in a lethal display of focus and power.

Intense Focus

A Ronin's path of power begins when they learn to enter the Mystic Focus, allowing them to enter a near trance like state that greatly increases their speed and lethality in combat. This focus requires a will stronger than iron and having such unlocks a magical potential within the Ronin. Using this magical potential they may go beyond their physical limits. This style of combat requires speed and accuracy, leading to Ronins avoiding armor as it only limits their capabilities.


Eventually, in a Ronins growth they chose to focus their attention towards a singular form of power, named Combat Arts.

The Goal

Ronin's can come from all walks of life but one thing is common between them, They are all drifters, either after leaving a life behind or in the search of a new one. Moving from place to place in search of a goal or purpose. Their need for power may be this goal, or just a by-product. Either way this is their driving force and leads them to feats of strength.

Creating A Ronin

When creating a Ronin, think about two related elements of your character's background: Where did you get your combat training, and what drove you on this path? The loss of a loved one? A need for survival? A need for revenge? The reason is yours to decide.

Quick Build

You can make a ronin quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons, or archery (or finesse weapons), followed by Wisdom. Second, choose the outlander background.

Ronin
Level Proficiency Bonus Features Techniques Known Focus Points Focus Dice
1st +2 Mystic Focus, Focused Defence 1d4
2nd +2 Fighting Style, Evasive Movement, Techniques 2 3 1d4
3rd +2 Combat Arts, Power Seeker 2 3 1d4
4th +2 Ability Score Improvement 2 4 1d4
5th +3 Extra Atack 2 4 1d4
6th +3 Combat Art Feature 2 5 1d6
7th +3 Evasion 2 5 1d6
8th +3 Ability Score Improvement 2 6 1d6
9th +4 Evasive Movement Improvement 3 6 1d6
10th +4 Mystic Rush 3 7 1d6
11th +4 Enhanced Mystic Focus 3 7 1d8
12th +4 Ability Score Improvement 3 8 1d8
13th +5 Combat Art Feature 3 8 1d8
14th +5 Untouchable 3 9 1d8
15th +5 Enhanced Mystic Focus 3 9 1d8
16th +5 Ability Score Improvement 4 10 1d10
17th +6 Combat Art Feature 4 10 1d10
18th +6 Unyealing Soul 4 11 1d10
19th +6 Ability Score Improvement 4 11 1d10
20th +6 Suffused Power 4 12 1d10

Class Features

As a Ronin, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Ronin level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) your Constitution modifier per Ronin level after 1st

Proficiencies


  • Armor: none
  • Weapons: Simple Weapons, Whips, Warhammers, War Picks, Tridents, Shortswords, Scimitars, Rapiers, Morningstars, Longswords, Longbows, Heavy Crossbows, Hand Crossbows, Flails and Battleaxes.

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose three from Acrobatics, Arcana, History, Investigation, Insight, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two martial weapons of your choice
  • (a) a Ranged Weapon and 20 Arrows/Bolts or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 3d4 × 10 gp to buy your own equipment.

Mystic Focus

At 1st level, your training has given you access to a Mystic focus and Focus dice. During combat you can enter a Mystic focus as a bonus action. While in your Mystic focus, you gain the following benefits if not using armor or a shield:

  • When you make a weapon attack, you can add your focus dice to your attack bonus and damage as force damage.
  • You can add your focus dice to dexterity saves.

If you take damage during your Mystic Focus you must make a constitution save. The DC being 10 or half the damage taken (whichever is higher) or have your Mystic Focus end early.


Your focus lasts for 1 minute, if you fall unconscious, or if you end it as a free action. Your focus dice starts at a d4 and increases to a d6 at level 6, d8 at level 11 and a d10 at level 16.

Focused Defense

At 1st level, during your Mystic Focus while you are not wearing armor or a shield, your Armor Class equals 10 + your Wisdom modifier + your Dexterity modifier or Strength modifier, whichever is higher.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Thrown weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.


At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.


Additionally, your fists are considered a melee weapons for technique requirements.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Evasive Movement

At 2nd level, you learn to avoid danger via swift movements. Whenever you hit an enemy you can spend your bonus action to move up to 10ft without provoking opportunity attacks. The distance increases by 5ft at levels 9 and 15.

Techniques

At 2nd level, your training in the Mystic focus as given you access to a number of techniques. You start only knowing two and learn another at levels 6, 10, 14 and 18 in this class. During a long rest you can replace your known techniques with a different ones. Techniques have requirements that must be met before they can be used. You can only use one technique per turn.


Attaks made with techniques use the Attack modifiers and save DC's listed bellow;


  • Save DC = 8 + your proficiency + your wisdom modifier

  • Attack modifier = proficiency + your wisdom modifier

Additionally, you gain focus points which Techniques can use. Your focus points refill at the end of a short rest. You start with 3 and gain an additional points every 2 levels taken in this class.

Combat Arts

At 3rd level, you chose one of the available Mystic Arts to focus your training in.


Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Power Seeker

At 3rd level, your understanding with mystical energy can be easily recalled. You can add your focus dice to Intelligence (Arcana), Intelligence (History) and Intelligence (Investigation) checks when seeking or understanding information about magical energies.

Ability Score improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


If your DM allows the use of feats, you may instead take a feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Evasive movement improvement

At 9th level, evasive movement can now be used as a free action instead of a bonus action when hitting an enemy.

Mystic Rush

At 10th level, you can focus your power a temporary boost of speed. Once per long or short rest as a free action on your turn, your speed is doubled, you gain a +2 to ac and you have advantage on dexterity saving throws. This lasts until the end of your next round.

Enhanced Mystic Focus

At 11th level, consistant use of the Mystic focus has enhanced your ability to use and sustain it, when you make a constitution save to avoid ending your Mystic Focus early you can roll with advantage.


Additionally, you can spend 1 point from your focus points on your turn to double your focus dice damage bonus until the end of your turn. (E.g instead of dealing an additional 1d8 force damage you deal an additional 2d8 force damage.)

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Untouchable

By 14th level you have become extremely swift. As a reaction to a creature attacking you, you can add a roll of your focus dice to your AC when deciding if the attack hits. You can use this feature a number of times equal to your wisdom modifier and regain all uses at the end of a long rest.

Enhanced Mystic Focus

At 15th level, the bonus damage from your Mystic focus ignores resistances and temporary HP

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Unyielding Soul

At 18th level, during your Mystic focus you can chose to expend up to 6 hit dice and add +1 to a save for each dice expended. This can be done before or after discovering if the save is a success.

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Suffused Power

At 20th level, the power you have gained from your training has reached its peak. Your wisdom and dexterity scores increase by 2 up to a maximum of 22. Additionally, whenever you roll initiative and have no Focus Points remaining you regain 4.

Combat Art Options

Art of the Slayer

Slayers are Ronins who have focused their training on speed and the use of ranged weaponry. Trained to eliminate hoards of targets before they can even be touched.

Quickdraw

At 3rd level, you can add your wisdom modifier to your initiative rolls. Additionally, whenever you roll initiative, you can use your Mystic focus as a reaction.

Relentless

At 3rd level, during your Mystic focus you can ignore the loading properties of crossbows. Additionally, whenever you miss an attack you can make an additional attack as a bonus action.

Lethal Shots

At 6th level, your weapon attacks score a critical hit on a roll of 19 or 20 and you do not suffer disadvantage when making ranged attacks against targets within 5ft of you.

Keen Eye

At 6th level, you become skilled at noticing small details, you can use wisdom in place of intelligence for investigation checks and can add your focus dice to Wisdom(Perception) and Wisdom(Investigation) checks.

Counter Shot

At 13th level, During your Mystic Focus whenever a creature attempts to attack you, you can make an attack them as a reaction if they are in range of your weapon and you can see them, if you hit them, they must make a strength save against your Technique save or their attack automatically fails.

Slay

At 17th level, as an action on your turn you enter an intense focus, during this focus you can only move and take the slay action. When you take the Slay action you can chose to make an attack against each creature that you can see and are in range of a weapon you have at hand. You can only enter this focus once per long rest. Ranged attacks during slay are made without proficiency. The focus lasts for 1 minute, or until you fall unconscious or if you end it as a free action.

Art of Spirit Arms

Ronins that pick this archetype learn to create physical manifestations of their spirit as lethal weapons to aid them in combat.

Summoned Weapons

At 3rd level, Focusing your spirit you can create spiritual manifestations of weapons. During your Mystic focus you can pick one of the following benefits.

  • Shredder Whenever you hit an attack you can roll two focus dice instead of one for your additional force damage.
  • Escort You gain an +2 to your AC.
  • Reactor The distance you can travel with Evasive movement increases by 5ft.

You can swap between the benefits as a bonus action.

Spirit Knife

At 6th level, you can use your bonus action action and one focus point to create and throw a spectral knife as a ranged technique attack. It has a range of 30ft and deals your focus dice as force damage. If the attack hits you can teleport within 5ft of the target as a part of the attack.

Spiritual Empath

At 6th level, Your attunement with your own spirit has enhanced your ability to sense others emotions. Once per long rest you can cast Detect Thoughts without needing components.

Summoned Weapons Enhancement

At 13th level, the benefits of Summoned Arms are Enhanced as following:

  • Shredder Whenever you hit an attack you can deal an additional d12 damage to creatures within 5ft of you if they fail a dexterity save against your technique DC.
  • Escort Whenever a creature misses an attack aimed at you. You can push them 10ft away from you.
  • Reactor You can use your evasive movement even if your attack misses.

Spirit Formation

At 17th level, whenever a creature misses an attack against you, you can make an attack against them as a reaction if they are in range of your weapon. Additionally, you can teleport within 5ft of any creature that you have attacked as a bonus action if they are within 30ft of you and you can see them.

Art of the Ripper

Ronin's are warriors who carve their own path, attacking without mercy with the aim to win, or leave their opponent crippled if they lose.

Blade Rush

At 3rd level, You can spend 1 focus point as a bonus action to gain advantage on your next attack.

Blade Bond

At 3rd level, you form a powerful bond with a melee weapon of choice. You can only have one bonded weapon at a time, creating a bond takes 1 hour over a rest period and bonding to a new weapon removes the bond from the previous weapon. Once bound the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As an action you can summon the weapon in your hand, the weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.


You can transform a magic weapon into your bound weapon if you spend the same 1 hour to bind to it. If you die the weapon ceases to be your bound weapon.


Additionally, during your Mystic focus, for the first attack made with your bound weapon on your turn you roll roll two focus dice instead of one.

Disabling Strike

At 6th level, whenever you land an attack with your bonded weapon you can force the target to make a constitution save, if it fails it suffers one of the affects of your choice;

  • Concussive; The target is stunned until the end of your next turn.
  • Blinding: The target is blinded until the end of your next turn.
  • Guard Breaking; Your next attack against the target ignores resistances.

Each use of disabling strike expends 1 focus point.

Shred

At 13th level, whenever you attack a target with advantage you can chose to make two attacks without advantage instead.

Threatening Presence

At 13th level, you have learned how to use your combat prowess as a social tool. You can add your use Wisdom instead of Charisma for Charisma(Intimidation) checks and can add your focus dice to the roll.

Brutalize

At 17th level, as an action you can discover if a creature within range of your bonded weapon has less hitpoints than you currently have. If they do you can force them to make a constitution save against your technique DC. If they fail they die, if they succeed they take 10d10 force damage. You can only attempt a brutalize once per long rest.

Techniques

The following list shows all of the techniques that can be learned and their requirements if they have any.

Whenever the damage type of a technique is listed as "weapon damage" it is the damage type of the weapon used. E.g a rapid dash a with a longsword will do slashing damage and a rapid dash with a rapier will do piercing damage.

Piercer


  • Requirements: Holding a ranged weapon
  • Cost: 1 Focus point

As a ranged attack action in a 5ft wide 30ft long line. Any creature along the shots path must make a dexterity save. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.

Rapid Dash


  • Requirements: Holding a Melee Weapon
  • Cost: 1 Focus point

You dash forwards 15ft as a melee attack action. Any creature along a 5ft wide line from where you start and end must make a dexterity save or take 2d8 weapon damage.

Whirlwind strike


  • Requirements: Holding a Melee Weapon
  • Cost: 1 Focus point

You make a whirling strike as a attack action. Make a melee technique attack against a target in range of your melee weapon, if the attack hits you deal 3d6 weapon damage.

Void Slash


  • Requirements: Holding a melee weapon, level 6 in Ronin
  • Cost: 2 focus points

You make a sweeping slash as a attack action. Any enemy in a 15ft long cone originating from you must make a dexterity save. A creature takes 2d10 weapon damage on a failed save, or half as much on a successful one.

Breaker Strike


  • Requirements: Holding a melee weapon, level 6 in Ronin
  • Cost: 2 focus points

As a attack action you make a powerful blow against a single creature in range of your melee weapon. On hit the target takes 3d8 weapon damage, is pushed 15ft away from you and must make a strength save or be knocked prone.

Hemorrhage Shot


  • Requirements: Holding a ranged weapon, level 6 in Ronin
  • Cost: 2 focus points

When you hit a ranged attack you can chose to have them take 4d6 slashing damage at the start of their turn.

Enhanced Weapon


  • Requirements: Holding a weapon, level 9 in Ronin
  • Cost: 3 focus points

Touching your weapon, it gains one of the following enhancements for 1 minute during your mystic focus;

  • Enhanced Range, A melee weapons range increases by 5ft, a ranged weapons range increases by 60ft.
  • Critical Striker, The weapons crit range increases by 1. (e.g from 20 to 19 or from 19 to 18).
  • Guarding Weapon, You gain a +2 to your ac while holding the weapon.

If your Mystic focus ends before the minute ends your weapon loses its benefit until the minute ends or you re-enter the Mystic focus.

Shatter Shot


  • Requirements: A ranged weapon, level 9 in Ronin
  • Cost: 3 focus points

You fire a magical shot as an attack action. Any creature in a 30ft long cone originating from you must make a dexterity save. They suffer 4d6 piercing damage and half as much on a success.

Barrage


  • Requirements: A melee weapon, level 9 in Ronin
  • Cost: 3 focus points

You make a barrage of strikes against a target as an attack action against a creature in range of your melee weapon. If you hit, they suffer 6d4 weapon damage.

Hammer Strike


  • Requirements: A melee weapon, level 14 in Ronin
  • Cost: 4 focus points

You make a single, concussive strike against as an attack action against a creature in range of your melee weapon, if you hit they suffer 5d8 weapon damage and if they fail a constitution save they take become stunned.

Iai Strike


  • Requirements: A melee weapon, level 14 in Ronin
  • Cost: 4 focus points

You make a unseen strike against a single enemy as a attack action against a creature in range of your melee weapon, if you hit they suffer 5d12 weapon damage.

Headshot


  • Requirements: A ranged weapon, level 14 in Ronin
  • Cost: 4 focus points

You make a powerful ranged attack against a creature in range of your weapon, if you hit they suffer 5d10 piercing damage.

The Ronin

A highly offensive martial class for the 5th Edition of Dungeons and Dragons. Become a highly lethal warrior and chose an Art from: Slayer, Spirit Arms and The Ronin

This is the first public release of of the Ronin class so aspects may not be tuned for balanced gameplay.


Art Credits

Front Cover Gao Haotong


Page 7 Leoz ETM


Page 5 Blackabu


Back Cover xiaosu Chen

 

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