Path of the Claymore (5e Subclass)

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Path of the Claymore[edit]

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Claire, the Claymore by Zetman 92 [1]

Barbarian Subclass

Claymores are members of the nameless Organization and were crafted and trained to hunt and eliminate the Youmas for payment. The term “Claymore” is not an official name for their role, but a sobriquet created by commoners and laymen, due to the large two-handed swords they wield, but the Claymores themselves and the organization only calls them “warriors”.

Due to the intensive training and their half-Youma nature, claymores are faster, stronger and more resilient. They can wield their heavy swords with grace and agility that would seem impossible to a normal human. This hybrid nature also allows them to channel their Youkiri – the aura possessed by Youmas – to manifest their power.

Prerequisite: Due to the special surgical process to become a Claymore, only Half Youma can choose this path.

Claymore Mastery

When you choose this subclass at 3rd level, you have been trained in the use of the Greatsword to a great degree. You have the following benefits when wielding a greatsword:

  • When you use your Reckless Attack feature, you can forgo the Advantage to make an additional attack with your greatsword using a Bonus Action.
  • While raging, you can choose to add your Rage Bonus to the attack rolls with a Greatsword, rather than to the damage rolls. You make this choice at the start of each turn.
Youma Rage

Starting at 3rd level, when you enter rage, or as a Bonus Action while raging, you can manifest your youma traits by channeling your youkiri. See the Half Yuma race description for more information about this trait.

In addition, you learn an additional Youkiri Power.

Control Youkiri

At 6th level, choose one of the Release Youkiri abilities. You have Advantage on saving throws made to avoid the awakening when using that ability. In addition, when using that ability as part of your Rage, you don’t need to make a save to avoid awakening. Whenever you gain a new level in this class, you can choose to have control on a different of your Release Youkiri ability.

In addition, you learn an additional Youkiri Power.

Enhanced Vitality

At 10th level, your vitality increases and your healing capabilities improve. You have a number of uses of this feature equal to your proficiency bonus, which you can use in the following ways:

  • When you make a Constitution check or saving throw, you can gain a +5 on the roll.
  • You can use a Bonus Action to regain 2d6 hit points.

You regain uses of this feature when you finish a long rest.

In addition, you learn an additional Youkiri Power.

Controlled Awakening

At 14th level, you gain full domain over your Youkiri. You can manifest all traits you have control over at once. Once you use this ability, you can't do it again until you finish a long rest.

In addition, you learn an additional Youkiri Power.

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