Ashina Arts (5e Other)
From D&D Wiki
- Ichimonji
- Type: Combat Art
- Spirit Emblem Cost: None
Once per turn, you make 1 overhead strike on a creature with your weapon. If the attack lands, roll 1d4 and add the result to your AC while subtracting the result from the target's AC. This reduction lasts until the end of the target's turn.
- Ichimonji Double
(Prerequisite: 6th level, Ichimonji)
- Type: Combat Art
- Spirit Emblem Cost: None
You add a follow up attack to the Ichimonji without sacrificing any of your lethality. You may make the special attack described in Ichimonji twice, instead of once, when you use this ability.
- Ashina Cross
(Prerequisites: 10th Level)
- Type: Combat Art
- Spirit Emblem Cost: 2 Spirit Emblem
You learn to deliver a devastating attack from a sheathed position, cutting your foes down in an instant. As an action while your weapon is sheathed, you can unleash your divine power to strike like the wind. Make 3 attacks against a single target. On a hit each attack deals an additional 2d6 weapon damage.
- Floating Passage WIP
(Prerequisites: 14th level)
- Type: Combat Art
- Spirit Emblem Cost: N/A
Once per turn, you can make 3 attacks. You move 5 ft. forward for each attack along with the target. This attack hits all creatures who are 5 ft. in front of you.
- Kyojin Toppler
(Prerequisites: 14th level)
- Type: Passive Art
- Spirit Emblem Cost: 1 Spirit Emblem
Focusing your power, you can deflect even the blows of great and mighty foes. When you use your Deflect against a creature at least one size larger than you, you can activate this art to gain a +3 to your Deflect roll for each size category larger than you the creature is. (As a medium creature, +3 for large, +6 for huge, etc.)
- Lightning Reversal
(Prerequisites: 17th level)
- Type: Passive Art
- Spirit Emblem Cost: 3 Spirit Emblem
Lightning surges through the bodies of those with their feet on the ground, instantly paralyzing them. A secret technique exists to catch lightning in one's blade while in mid-air and send it back. This is known as Lightning Reversal.
When you become the target of an attack or effect that deals lightning damage, but before you know the results of the attacking creature's attack roll or your saving throw, you can as a reaction jump into the air to catch the lightning. If the lightning would ordinarily travel through you, it instead stops at your position. You cannot attempt to catch the lightning if you are prone, or your speed is reduced in any way. To catch the lightning, you need to be wielding a weapon made with metal, when you catch the lightning, you can as part of the same reaction attempt to send it back. Roll a d20 and add your proficiency bonus.
If the result is equal to or greater than the lightning's origin's attack roll or save DC, then you send the lightning back towards its source in a 30-foot-radius cone. Each creature in the area must succeed on a Dexterity saving throw (DC 10+ half your level), taking no damage on a success or half the lightning's damage on a failure. You then fall to the ground. If the result is lesser, you fail to send the lightning back. You then fall to the ground. When you fail to send the lightning back and then touch the ground, the lightning flows through you and into the ground, dealing all of the lightning damage to you that would have been dealt if you had been hit by the attack or failed its saving throw.
Back to Main Page → 5e Homebrew → Classes → Sekiro (5e Class)
Back to Main Page → 5e Homebrew → 5e Other