Path of the Ronin
Ronin are masterless warriors who wander the land in search of work, meaning and enlightenment, excelling in unorthodox fighting styles and drawing on their speed to defeat their foes. Having fallen from grace, their rage only brings them more focus and determination.
Path of the Ronin Features
Barbarian Level | Feature |
---|---|
3rd | Fighting Style, Warrior's Stride |
6th | Irate Strike |
10th | Ronin's Flurry |
14th | Iaijutsu |
Fighting Style
Starting when you choose this path at 3rd level, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
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.
Dueling
When you are wielding a melee weapon in one hand and no other weapon, you gain a +2 to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage from the target by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Ranged Fighting
You can use Strength instead of Dexterity for the attack and damage rolls of ranged weapons, and features requiring Strength-based melee weapon attacks now also work with Strength-based ranged weapon attacks.
Thrown Weapon Fighting
You can draw a weapon that has 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 deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding 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.
Warrior's Stride
At 3rd level, your movement becomes akin to a blast of wind. While raging, you can take the dash or disengage action as a bonus action.
Irate Strike
Starting at 6th level, your attacks with your weapons while raging count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ronin's Flurry
Starting at 10th level, your foes cannot escape your vigilance. As a bonus action, you can instantly move to a creature of your choice within 60 feet of you that you can see. This movement does not provoke opportunity attacks, and your next weapon attack against this creature deals an additional 2d6 damage on a hit. The damage increases to 3d6 at 15th level, and to 4d6 at 20th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Iaijutsu
Beginning at 14th level, you learn to channel your fury into an ultimate show of force and speed, as a result of your weapon mastery. Once per rage, you can choose to make a special weapon attack as an action against a target within range. On a hit, you treat your attack as if four separate attacks were made. If the attack is made with a thrown or ranged weapon, you require the use of four ammunitions or thrown weapons to make this special attack.