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View Full Version : D&D 5e/Next New Fighter Subclass Idea: The Bushido Duelist [PEACH]



crazydude369
2022-09-15, 02:18 PM
Bushido Duelist


Description
Those who follow the path of the Bushido Duelist seek to hone their spirit, learning to wield it as a weapon its own right. They are masters of quick-draw strikes, and learn various extraordinary techniques to further enhance this deadly skill. They may do so out of a long-standing family tradition, as a form of rigid discipline, or just as a method of dispatching their enemies more efficiently.



Features

Iaijutsu Strike
At 3rd level, you have learned the ancient method of unleashing a powerful, lightning-fast strike from a sheathed stance.

When using the Attack action, but before making your first attack roll, you may declare that it is an Iaijutsu Strike (it must be your first attack in the round, if you have multiple). You must be wielding a sheathed/stowed one-handed or two-handed melee weapon, and you cannot move more than 5 feet before attacking. You add your Wisdom modifier to both the attack and damage roll, in addition to your normal ability modifier.

This feature is usable a number of times equal to your proficiency bonus, and all expended uses are recovered after a short or long rest.

Specialized Iaijutsu Techniques: Beginning at 3rd level, you learn one of the techniques from the Specialized Iaijutsu Techniques list, which enhance your Iaijutsu Strike in various ways. These benefits are always active and available with Iaijutsu Strike, unless you choose not to use any of them when attacking. You learn an additional technique at 7th, 10th, and at 15th level, and all of them will apply their benefits at the same time. Each time you learn new a new technique, you can also replace one technique that you already know with a different one.

Saving Throws: For any of the techniques that call for a saving throw, the DC is [8 + your proficiency bonus + your Wisdom modifier].


Noble Arts
When you choose this archetype at 3rd level, your study of ancient traditions allows you to gain proficiency in one artisan’s tool or musical instrument of your choice. Alternatively, you can learn one additional language.


Calm Mind
At 7th level, you gain proficiency in Wisdom saving throws. If you already have this, you instead gain proficiency in Charisma or Intelligence saving throws (your choice).


First Strike
At 10th level, your keen awareness and reflexes allow you to quickly strike an opponent before their guard is up. You add your Wisdom modifier to your initiative bonus. You also have advantage on your first attack roll when going before your target in the initiative order, but only on the first turn of any combat.


Fountain of Spirit
Starting at 15th level, when you roll initiative and have no uses of Iaijutsu Strike remaining, you regain one use.


Unrelenting Iaijutsu
At 18th level, you have learned to carry the momentum of your Iaijutsu Strike into multiple, rapid attacks. You can now apply your Iaijutsu Strike benefits to multiple attacks in one turn.




Specialized Iaijutsu Techniques


Crippling Strike: Any struck target must also make a Constitution saving throw. Failure results in the target being stunned until the start of their next turn.
Exploit Opening: As a bonus action, prepare a counterattack and target an enemy within 5 feet. If they attack you on their turn and miss, you can make an immediate Iaijutsu Strike attack against them with advantage, as a reaction. Add 1d6 of damage for each point of your Wisdom modifier. 1 of your Iaijutsu Strike uses is only expended if you actually perform the attack.
Fierce Gaze: As a bonus action used immediately before Iaijutsu Strike, you can stare down your foe to rattle them with your strength of spirit. If your attack hits, your target must make a Charisma saving throw. If they fail, their movement speed is reduced by 10 feet, and you can now make opportunity attacks against them even if they use the Disengage action. You also reduce the damage dealt by an attack from the affected creature by an amount equal to your Wisdom modifier. Any affected creature gets to make a new saving throw at the end of each of their turns; success will immediately end all effects of Fierce Gaze, as well as grant immunity to it for the rest of that combat. You can only have this technique active on one creature at a time.
Focused Defense: Upon successfully hitting your target, that enemy now has disadvantage on attack rolls against you. You also add your Wisdom modifier to your AC, even if you missed with the attack. Both effects last until the start of your next turn.
Honed Precision: Your attack roll ignores any armor or shield bonus to AC, and your damage roll ignores any damage resistance to bludgeoning, piercing, or slashing damage. You also increase the critical range of your weapon by an amount of numbers equal to your Wisdom modifier.
Kiai Shout: As a bonus action used immediately before Iaijutsu Strike, you can shout a rallying war cry to give advantage on all saving throws to allies within 30 feet, while enemies within 30 feet will become frightened if they fail a Charisma saving throw. Both effects last for 1 minute. This technique is usable only once per day, and is not recovered until finishing a long rest (regardless of Iaijutsu Strike uses remaining).
Surging Attack: You can take your normal movement before using Iaijutsu Strike. You can also hit a number of extra creatures equal to your Wisdom modifier with the same attack, as long as they are all within 5 feet of the initial target. You may use any available movement to move between them, if necessary, but you have disadvantage on these additional attacks.
Whirlwind Draw: You can draw your weapon with enough force to generate a sudden gust of wind. Your target and all other creatures within a 15 foot cone directly in front of you must make a Strength saving throw. Failure results in them being pushed back up to 10 feet, and if your initial attack roll succeeds, your target is also knocked prone. The gust lingers for 1 round, giving disadvantage to any ranged weapon attack rolls, if fired through the area of effect.