Mushin Arts (5e Other)
From D&D Wiki
- Mortal Draw
(Prerequisites: 10th level)
- Type: Combat Art
- Spirit Emblem Cost: 1 Spirit Emblem
As an action, you channel your divine magic into your weapon, unleashing godly devastation in front of you. Creatures in a 10ft cone must succeed a constitution saving throw, taking 5d6 radiant damage on a failure, half as much on a success. If this damage reduces an immortal creature, such as a lich or a vampire, to 0 hit points, the creature must succeed a constitution saving throw or have their soul banished from their body, killing them.
- Shadowfall
(Prerequisite: 14th level, Shadowrush)
- Type: Combat Art
- Spirit Emblem Cost: None
You’ve learned to follow up your shadowrush with a descending slash, decimating foes near your target. After you successfully land shadowrush and vault over the enemy, you may make one attack against a creature within 5ft of your original target. On a hit the attack deals an additional 4d8 weapon damage.
- Flaming Owl
(Prerequisite: 20th level, Summon Owl, Great Feather upgrade, Fire Stream upgrade)
- Type: Combat Art
- Spirit Emblem Cost: 5 Spirit Emblems
While you have the Summon Owl active, may use spend an action to have the spectral owl fly forwards in a 15ft wide, 100ft long line while blazing with flames. All creatures in that area must make a DC Dexterity saving throw, on a failed save taking 10d10 fire damage or half as much on a successful save. If you have the Divine Fire upgrade, your weapon instead deals 10d10 radiant damage. In addition, fiends and undead rolls this save at disadvantage.
- Empowered Mortal Draw
(Prerequisite: 14th level, Mortal Draw)
- Type: Combat Art
- Spirit Emblem Cost: 7 Spirit Emblem
You learn to maximize the divine power your body can possibly handle, then, as an action, unleash it. Creatures in a 15ft cone must succeed a constitution saving throw or take 20d6 radiant damage on a failure, half as much on a success. This attack has the same effect as Mortal Draw when pertaining to immortal creatures. This version of the attack takes a heavy toll on your body, and you must succeed a DC 20 constitution saving throw, suffering 1d4 levels of exhaustion on a failure, or half as many levels on a success.
(Editor’s note; For some campaigns which revolve around immortal creatures, such as the Curse of Strahd Module, this ability may prove troublesome. If this becomes an issue, a DM may remove the final line of text about killing immortal creatures. If so, I recommended adding 1d6 of radiant damage to regular mortal draw, and 2d6 to empowered mortal draw.)
- High Monk
(Prerequisites: 17th level, Ascending Carp, Descending Carp, Transcending Carp)
- Type: Combat Art
- Spirit Emblem Cost: 3 Spirit Emblems
You learn an ability to deal with aerial combative. When a creature that is either flying or falling within 15 feet of you, you can spend a reaction action to strike the target creature with 5 unarmed strikes. If 3 or more attacks hit the creature must roll a strength save vs your Shinobi Art DC, on a failed save the creature is knocked prone, grappled and retrained by you. The creature can spend an action to try to break out of it by contested grapple check. Additionally, the creature can't spend a reaction to reacted to this Shinobi Art.
- One Mind WIP
(Prerequisites: N/A)
- Type: Combat Art
- Spirit Emblem Cost: N/A
For 4 Spirit Emblems, as an action, you create multiple slashes to eviscerate your enemies without so much as moving your sword slightly out of the sheath. All enemies within a 10 ft. cone must make a Dexterity saving throw disadvantage against your Shinobi DC. A creature that fails the saving throw takes 7d8 force damage and is stunned until the end of your next turn. On a successful save a creature takes half of the damage and is not stunned.
- Dragon Flash
(Prerequisites: 17th level, Ichimonji, Ichimonji Double, Ashina Cross)
- Type: Combat Art
- Spirit Emblem Cost: 5 Spirit Emblems
You channel ashen chakra throughout your weapon and make an attack with it in front of you, sending out a vertical shockwave akin to the force of a dragon in a 120-foot long, 5-foot wide line. All creatures within range must make a Dexterity saving throw, taking your weapon's damage+8d6 force damage, being incapacitated, and knocked prone. On a successful saving throw, creatures take half damage and no effects. At the start of your next turn, a delayed second shockwave occurs in front of you, causing all creatures within range to make the Dexterity saving throw again, suffering the same effects on a success or failure respectively. Creatures who failed the initial saving throw make the second saving throw at a disadvantage.
- Cutting Wind
(Prerequisites: 17th level, Ichimonji, Ichimonji Double, Ashina Cross)
- Type: Combat Art
- Spirit Emblem Cost: 5 Spirit Emblems
You channel the elements throughout your weapon and attack with it in a 45-foot radius originating from you. The kinetic energy you infuse within your weapon unleashes devastating strikes. All hostile creatures must make a Dexterity saving throw, taking your weapon's damage+5d10 of force damage, being incapacitated, and knocked prone. On a successful saving throw, creatures take half damage and no effects. Additionally, at the end of the current turn, a second spiral forms past the second of kinetic energy. All creatures within 45 feet from the initial 45-foot radius must make the same Dexterity saving throw, suffering the effects of a success or failure respectively.
- Spiral Cloud Passage
(Prerequisites: 17th level, Floating Passage)
- Type: Combat Art
- Spirit Emblem Cost: 3 Spirit Emblems
You learn an incredibly powerful sword technique capable of producing shockwaves that throw grown men off their feet. As an action, you slash at the air around you at blinding speeds, throwing your enemies back. Each creature within 20ft of you must succeed a strength saving throw, with disadvantage if they are within 5ft of you. On a failure, the targets take 5d10 force damage and are knocked back 20ft.
- Sakura Dance WIP
(Prerequisites: 20th level, Spiral Cloud Passage)
- Type: Combat Art
- Spirit Emblem Cost: 5 Spirit Emblems
Back to Main Page → 5e Homebrew → Classes → Sekiro (5e Class)
Back to Main Page → 5e Homebrew → 5e Other