Ryū no Senshi (5e Class)
Work In Progress |
Doragon no Senshi[edit]
A Doragon no Senshi is a traveler who has been chosen by Celestial beings to become a warrior of dragons.
Creating a Doragon no Senshi[edit]
Samurai, Epic World History, http://epicworldhistory.blogspot.com/2012/10/samurai.html |
When Choosing the a Doragon no Senshi you must choose a Doragon Paus. Decide if you want to lead allies as Kyaputipu, defend your master as Purotekuta, or wander the roads of life as Horo-sha.
- Quick Build
A Doragon no Senshi has three distinct subclasses with different abilities. If you play Kyaputipu, your highest ability score should be Strength and your second highest ability score should be Intelligence. If you play Purotekuta, your highest ability score should be Strength and your second highest ability score should be Constitution. If you play Horo-sha, your highest ability score should be Dexterity and your second highest ability score should be Charisma.
Class Features
As a Doragon no Senshi you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Doragon no Senshi level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Doragon no Senshi level after 1st
- Proficiencies
Armor: Light armor, Medium Armor
Weapons: Simple Weapons,Longswords, Shortswords, Longbows
Tools: None
Saving Throws: Strength and Wisdom (if Kyaputipu), Strength and Constitution (if Purotekuta), Dexterity and Charisma (if Horo-sha).
Skills: Choose four from Athletics, Acrobatics, History, Investigation, Insight, Intimidation, Nature, Perception, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) longsword or (b) shortsword and one simple melee weapon
- (a) longbow and 20 arrows. or (b) Any simple weapon.
- (a) padded armor and one simple melee weapon or (b) scale mail
- (a) explorer's pack or (b) dungeoneer's pack
Level | Proficiency Bonus |
Features | Fokasu Points |
---|---|---|---|
1st | +2 | Doragon Pasu, Meiso, Fokasu. | 3 |
2nd | +2 | Burokku | 3 |
3rd | +2 | Shisen | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 4 |
6th | +3 | Ranji | 4 |
7th | +3 | Doragon Pasu Feature | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | — | 5 |
10th | +4 | Doragonsukeru | 5 |
11th | +4 | Doragon Pasu Feature | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Suchiro-Sei no Shinkei | 5 |
14th | +5 | Ketto | 5 |
15th | +5 | Hinode no Ha | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | — | 6 |
18th | +6 | Doragon Pasu Feature | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Yuhi no Ha | 6 |
Doragon Pasu[edit]
At 1st level, you choose the path of the captain, Kyaputipu; the protector, Purotekuta; or the wanderer, Horo-sha. Each of these archetypes has their own unique abilities granted at 1st level and again at 7th, 11th and 18th.
Fokasu[edit]
Fokasu is a special resource used for your abilities. You recharge a certain amount of fokasu through Meiso and all your fokasu after a long rest. Before any ability check you are not proficient in, you may spend 1 fokasu point to add half of your proficiency bonus to the final result.
Meiso[edit]
Instead of taking short rests, you perform Meiso. Meiso is a form of meditation used to recover small amounts of health and fokasu. You will recharge 1 fokasu and 1d4 Hit Points per hour using Meiso. You cannot recover any more fokasu or Life after you have reached maximum fokasu. fokasu is listed with your class features.
Burokku[edit]
At 2nd level, when you are attacked, you may spend 1 fokasu point to increase your armor class by a number equal to either your Strength or Strength modifier, whichever is higher. The increase lasts until the beginning of your next turn.
Shisen[edit]
At 3rd level, when you gain Shisen you may spend 1 fokasu point to expand your vision range by 45 feet for 1 hour. You also gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ranji[edit]
At 6th level, you can spend 1 fokasu point to make an attack on any target within 15 feet. When making this attack you move up to 10 ft into melee range and deal increased damage equal to either your Strength or Dexterity modifier, whichever is higher.
Doragonsukeru[edit]
At 10th level, your skin becomes as hard as a dragons scales. You gain a bonus to your AC equal to your Strength or Dexterity modifer, whichever is higher.
Suchiru-Sei no Shinkei[edit]
A warrior fights without fear and is not swayed by mortal men. At 13th level, you have advantage on all contested Charisma checks. In addition, you become immune to the frightened condition.
Ketto[edit]
At 14th level, as a bonus action, you can spend 1 fokasu point to force one target to make a Wisdom saving throw against a DC equal 8 + your Charisma modifier. If you speak that creatures language, you add your proficiency bonus. On a failed save, the target have disadvantage on all attacks against targets other than yourself. Additionally, if you make an attack after your target attacks a creature other than yourself, you gain advantage on your attack. Only one creature can be affected by Ketto at a time.
Hinode no Ha[edit]
At 15th level, when making an attack on a creature that has not acted yet this combat, you may spend 1 fokasu point to gain advantage on your attack. Additionally, a natural roll of twenty will deal three times the normal damage instead of two.
Yuhi no Ha[edit]
When you reach the 20th level, while in combat, you may target one creature and use all your fokasu points (Minimum of 2) to perform an attack with the following bonuses. Your weapon attack score a critical hit on a roll of 18-20. The number needed to critical hit decreases by 1 for each fokasu point used. On a critical hit your damage is multiplied by the amount of fokasu used to activate this move . Additionally, if you kill an enemy using this ability, recover all your fokasu . You can not use this ability again until you have completed a long rest.
Kyaputipu[edit]
A magnificent fighter, the Kyaputipu is the captain of a team, leading the charge into battle and alternating between the stances of Hono no Tachiba and Sansutansu, the Kyaputipu seeks to maximize total damage when attacking.
- Fighting Stance
As an incidental you may begin using one of two fighting styles. Hono no Tachiba or Sansutansu. This is passive and you may choose which stance you wish to use at anytime, however, you must spend 1 fokasu point to switch stances while in combat. You also have the ability to use any number of fokasu points before rolling to add 1 to your roll for each fokasu point used.
- Shukufuku
Entering a fighting stance grants a passive ability which lasts until you exit your stance.
Hono no Tachiba: You gain proficiency in Charisma (Intimidation)
Sansutansu: You gain darkvision out to a range of 30 feet. If you already have darkvision from your race, its range increases by 30 feet..
- Chikaku
Once you reach 7th level, you gain special bonuses for your abilities depending on your stance.
-Burokku-
Hono no Tachiba: After Burokku is used and you do not take damage, you may spend one fokasu point to make a bonus attack on your turn, but only against a creature that attempted to attack you.
Sansutansu: While using Burokku, you may spend 1 fokasu point to give your opponent disadvantage on his attack instead of increasing your armor class.
-Shisen-
Hono no Tachiba: You have advantage on your first attack made under the effects of Shizen
Sansutansu: While using Shisen, you can distinguish colors with your Darkvision
-Ranji-
Hono no Tachiba: When using Ranji you may spend 1 fokasu point to gain advantage on your attack.
Sansutansu: After using Ranji, you may spend 1 fokasu point to blind your opponent for 1 minute.
- Sukeruama
At 11th level your Doragonsukeru provides an additional affect depending on your stance.
Hono no Tachiba: After you are attacked, you may spend 1 fokasu point to force whatever attacked you to make a DC 14 constitution save, if they fail the attacker takes 2d4 fire damage, nothing happens if they fail.
Sansutansu: After you are attacked, you may spend 1 fokasu point to gain advantage on your next attack.
- Meiyo-gatana
Upon reaching 18th level, your Ketto and Hinode no Ha gain special abilities depending on your stance.
-Ketto-
Hono no Tachiba: Attacks made on a target under the effects of Ketto deal Fire damage.
Sansutansu: Attacks made on a target under the effects of Ketto deal Holy damage.
-Hinode no Ha- Hono no Tachiba: After using Hinode no Ha, you may spend 1 fokasu point to instantly attack your target again.
Sansutansu: After using Hinode no Ha, You may spend 1 fokasu point to knock your enemy unconscious.
Purotekuta[edit]
The fierce guardian and most loyal of friends, a Purotekuta will remain by his masters side until their dying breath. The smallest slight against his friends is grounds for death.
- Fighting Stance
As an incidental you may begin using one of two fighting styles. Chikyu no Shisei and Tsuki no Shisei. This is passive and you may choose which stance you wish to use at anytime, however, you must spend 1 fokasu point to switch stances while in combat.
- Shukufuku
Entering a fighting stance grants a passive ability which lasts until you exit your stance.
Chikyu no Shisei: Your Armor Class is increased by 2
Tsuki no Shisei: You gain proficiency in Stealth, you may use your Constitution modifier for Stealth checks.
- Chikaku
Once you reach 7th level, you gain special bonuses for your abilities.
-Burokku-
Chikyu no Shisei: After using Burokku, You may spend 1 fokasu point to deal deal damage equal to your Armor Class minus your opponents roll, divided by two.
Tsuki no Shisei: While using Burokku, You may spend 1 fokasu point to make a Stealth check, if you pass the attack automatically misses and you gain advantage on your next attack against the target. If you fail you do not receive the benefits of Burokku
-Shisen-
Chikyu no Shisei: While using Shisen, you have a Tremorsense of 30 feet.
Tsuki no Shisei: While using Shisen, you have a Darkvision increased by 30 feet and can see in all directions while in the dark.
-Ranji-
Chikyu no Shisei: Instead of moving towards your target, you may spend 1 fokasu point to move the target up to 10 feet towards you.
Tsuki no Shisei: You may spend 1 fokasu point to increase the distance you may travel to 20 feet.
- Sukeruama
At 11th level your Doragonsukeru provides an additional affect depending on your stance.
Chikyu no Shisei: You cannot suffer any negative status effects such as being blinded or knocked prone.
Tsuki no Shisei: You take 2 less damage from successful attacks. This can reduce total damage to zero.
- Meiyo-Gatana
Upon reaching 18th level, your Ketto and Hinode no Ha gain special abilities depending on your stance.
-Ketto-
Chikyu no Shisei: Attacks made on a target under the effects of Ketto deal acid damage.
Tsuki no Shisei: Attacks made on a target under the effects of Ketto deal necrotic damage.
-Hinode no Ha-
Chikyu no Shisei: After using Hinode no Ha you may spend 1 fokasu point to force your target to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Strength modifier, becoming paralyzed on a failed save. On a success, the target is knocked prone.
Tsuki no Shisei: After using Hinode no Ha you may spend 1 fokasu point to automatically move to any space within 45 feet ignoring terrain restrictions.
Horo-sha[edit]
A wandering warrior the Horo-sha is the most laid back of the Doragon no Senshi. Friendly and charismatic, many a stubborn innkeeper often finds himself lowering prices for a Horo-sha or losing a bet he should have won. Whatever happens, the Horo-sha will laugh, give you a smile, and be on his way.
- Fighting Stance
As an incidental you may begin using one of two stances. Kaze no Sutansu or Kaiyo Sutansu. This is passive and you may choose which stance you wish to use at anytime, however, you must spend 1 fokasu point to switch stances while in combat. You also may use Dexterity instead of Strength as your combat modifier. when wielding a versatile weapon.
- Shukufuku
While in your stance you gain a special passive ability depending on your fighting style.
Kaze no Sutansu: You gain a jump height equal to your base movement speed and a bonus to your walking speed of 45 feet.
Kaiyo Sutansu: You gain a swim speed equal to your base movement speed and can breathe easily in any atmosphere.
- Chikaku
Once you reach 7th level, you gain special bonuses for your abilities.
-Burakku-
Kaze no Sutansu: While using Burakku, you may spend 1 fokasu point to make an Dexterity (Acrobatics) check with a DC of 12. On a success, you automatically dodge, moving 5 feet in any direction.
Kaiyo Sutansu: After using Burakku, you may spend 1 fokasu point to move yourself and the attacker 10 feet in any direction.
-Shisen-
Kaze no Sutansu: While using Shisen, you see in all directions.
Kaiyo Sutansu: While using Shisen, attacks made against you have disadvantage.
- Sukeruama
At 11th level your Doragonsukeru provides an additional affect depending on your stance.
Kaze no Sutansu: You have a bonus to your movement speed equal to your Armor Class. For example, an AC of 18 would give you additional 18 feet to your movement speed.
Kaiyo no Sutansu: You have advantage on Dexterity (Stealth) checks.
- Meiyo-gatana
Upon reaching 18th level, your Ketto and Hinode no Ha gain special abilities depending on your stance.
-Ketto-
Kaze no Sutansu: Attacks made on a target under the effects of Ketto deal cold damage.
Kaiyo no Sutansu: Attacks made on a target under the effects of Ketto deal poison damage.
-Hinode no Ha-
Kaze no Sutansu: After you use Hinode no Ha you may spend 1 fokasu point to knock your target back 30 feet. You add 10 feet if the target is small or tiny, and reduce 5 feet if the target is large or higher. You reduce 10 feet if the target is gargantuan.
Kaiyi no Sutansu: While using Hinode no Ha you may spend 1 fokasu point to gain advantage on your attack.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Doragon no Senshi class, you must meet these prerequisites: Strength and Intelligence, if Kyaputipu. Strength and Constitution, if Purotekuta. Dexterity and Charisma, if Horo-sha.
Proficiencies. When you multiclass into the demon hunter class, you gain the following proficiencies: light armor, medium armor, Simple Weapons,Longswords, Shortswords, Longbows, one skill from the class list.
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