Kyūdōka (5e Subclass)
Kyūdōka[edit]
Kyudo Archer by Kristine Houston |
Class: Fighter, Subclass: Samurai Variant (Ranged Option)
The Kyūdōka is a fighter who specialized in refining the clear state of mind to overcome enemies. Keeping a perfect focus before every shot is a must, so a Kyūdōka willpower is nearly unbreakable. Your weapon can only be a Longbow, Dexterity and Wisdom are your most important abilities.
- Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Perception, or Persuasion. Alternatively, you learn one language of your choice.
- Spiritual Archery
Starting at 3rd level, you learn how to put your spiritual will and mindfulness into every shot you make. As a bonus action on your turn, you can give yourself advantage on all ranged weapon attacks until the end of the current turn.
In addition, the first successful ranged attack made until the end of your next turn causes additional damage equal to 1d8. This increases to 2d8 at 10th level and 3d8 at 15th level.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
- Shamen no Kamae
Also at 7th level, your practice with archery have taught you mindfulness, you gain proficiency in Wisdom saving throws. Your discipline and honed attention to details allow you to excel in social situations. Whenever you make a Charisma check, you can instead use your Wisdom modifier.
In addition, you learn how to assume a proper shooting stance. If you haven't moved on this turn, you can use your bonus action to give yourself advantage on your next ranged weapon attack with a shortbow or longbow made until the end of this turn.
- Superior Aim
Starting at 10th level, your ranged weapon attacks score a critical hit on a roll of 19-20. In addition, when you score a critical hit during combat against a hostile creature, you regain 1 use of your Spiritual Archery.
- Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
- Ever-Ready Shot
Starting at 18th level, your arrows are always ready to fly towards your enemies. When you roll Initiative, you can make one draw your bow and make a ranged weapon attack against a hostile creature within your weapon's short range, before any creature take a turn.
In addition, you can no longer be surprised while you are conscious.
Optional Class Feature (Precision Shot)[edit]
Replaces Indomitable
This 9th-level feature replaces the Indomitable feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it.
You have an almost supernatural precision with a bow, and can demonstrate incredible feats of accuracy. You gain the Intercepting Shot benefit below, and you gain an additional benefit when you reach 13th level and 17th level in this class.
- Intercepting Shot (9th level)
Whenever a creature within your ranged weapon short range makes an attack, you can use your reaction and make an attack of your own. If the result of your attack is higher than that of your opponent, the opponent attack misses, and the projectile is destroyed.
- Perfect Shot (13th level)
When you miss a creature with a ranged weapon attack made from a shortbow or longbow, you can use this feature to give yourself a +10 to the attack roll as a reaction, potentially turning the miss into a hit. Once you use this feature, you can't do it again until you finish a short or a long rest.
- True Shot (17th level)
Once per turn when you miss a ranged weapon attack made with a shortbow or longbow, you can reroll that attack.
Back to Main Page → 5e Homebrew → Character Options → Subclasses