Senshi (5e Class)
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Senshi are brave followers of the art of war, who strive for martial perfection and honor. They come in many varieties, but all of them share a great combat prowess and discipline, that guide them in every aspect of their lives.
Power in Discipline
Different of other regular warriors, who hone their techniques by surviving battles, the Senshi is more cautious and prepared. They don't wait for the battle to learn how to fight, training constantly both alone and with partners, building up their techniques with arduous training. Even moments of peace for the Senshi has his own battles and opportunities to develop themselves.
They use this discipline as fuel for their techniques, and each minute spent honing a technique pay off in the moment of true battle, when they can show what they really can do after such hard devotion to a technique.
Path of Devotion
Much like a priest, Senshi tend to be extremely devoted to a particular path. But, instead of lending their lives to a divinity, they more often than not are dedicated to a cause, philosophy or ideal. Some, like the Samurais, for example, are honorable servants of a powerful lord and serve them with their own lives. Others, such as the Yojimbo, are dedicated defenders and bodyguards. Some even follow the gods and protect sacred sites, like the warrior-monks Sohei.
Regardless of path, this choice is a cornerstone of the Senshi personality and behavior, and tend to motivate their choices and goals in life. A failure in living up this path can result in a powerful dissonance, capable of destroying the spirit and ending with the life of a Senshi...or in turning him on a terrible monster without any type of morals or honor.
If the discipline is what fuels a Senshi, and the Devotion is what gives them purpose, the mastery over the art of war is what give them the tools to accomplish their goals and follow their path. Achieving mastery over the art of war don't leave much room for a great versatility, so Senshi will be laser focused in a single style of combat in order to become unmatched masters on their chosen focus.
The common weapon associated with the Senshi is the sword, but it is far from the only route for martial prowess. Some prefer to fight at distance, using bows and mastering archery, such as the Kyudo archers, while others prefer to not use a weapon at all, such as the Budokas, relying in their fists and simple farming tools to achieve victory in battle.
Creating a Senshi
When creating a Senshi, ask yourself the following questions: How did you ended up on the path you currently follow? Are you from a samurai clan, following a family tradition? Maybe you have been born on a martial arts dojo and train the art of combat since young age? Or are you a soldier, enlisted to fight for your homeland? Choose a strong reason to follow this path, since this will define much of what your character believe and seek.
Some Senshi have a strong attachment to a particular weapon. There's a reason why you have chosen yours? Are they part of the tradition you follow, or do you use your chosen weapon just due to its practicality? Maybe the weapon you have chosen to master is the only one available to you when you have started your training, and you choose to develop yourself with such weapon to a greater extent.
- Quick Build
You can make a samurai quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity, and Constitution. Second, choose the Student Warrior background. Third, choose Wakizashi, Katana, Splint Armor, and Shortbow.
As a Senshi you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: One tool of choice
Saving Throws: Strength, Wisdom
Skills: choose two from Athletics, Acrobatics, Animal Handling, History, Intimidation, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
|1st||+2||Discipline, Path of Devotion|
|2nd||+2||Fighting Style, Martial Focus|
|4th||+2||Ability Score Improvement|
|6th||+3||Martial Focus Improvement, Focused Strike|
|8th||+3||Ability Score Improvement|
|11th||+4||Martial Focus Improvement|
|12th||+4||Ability Score Improvement|
|15th||+5||Martial Focus Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
Starting at 1st level, you gain the ability to concentrate during combat. This concentration is represented by a number of discipline points you have.
You can spend your discipline to to fuel some discipline features, and you start by knowing three such features: flowing strike, careful movement and trip. You gain more features as you gain levels in this class.
When you spend a discipline point, you only regain it after completing a short or a long rest. Some discipline features require your target to make a saving throw. You calculate the save DC as follows:
- Discipline Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is used with the melee weapon you are wielding).
- Flowing Strike
When you hit a creature with a weapon attack, you can spend 1 discipline point to make a second attack using the same weapon against the same target.
- Careful Movement
You can spend 1 discipline point to gain the benefits of the Disengage action.
You can spend 1 discipline point when you hit a creature of Large size or smaller to knock that creature prone, instead of causing damage.
Path of Devotion
Also at 1st level, you choose a path of devotion from which you draw your training and combat abilities. You can choose from the options shown on the end of this class description. Your choice grants you features at 1st level, and again at 3rd, 7th, 10th and 14th levels.
You have the following choices for your path of devotion:
- Samurai: The servant, in a path of duty and honor, devoted to a clan or lord.
- Ronin: The pathless and dishonored warrior, devoted to himself, wandering in search of purpose.
- Yojimbo: The guardian, who devotes yourself to the protection of someone.
- Shinobi: The assassin, devoted to their contractors and to accomplishing their missions.
- Sohei: The spiritualist, devoted to the spirits, elements and gods.
- Sensei: The perfectionist, devoted to the mastery over a combat art.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
When you miss a melee weapon attack with a versatile weapon you wield in two hands, you can use your bonus action to make another attack roll against the same target using one hand, as a bonus action.
Also, if you miss an attack with a versatile weapon you wield in one hand, you can use your bonus action to attempt to shove the same creature.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Also at 2nd level, you choose a martial style to dedicate yourself to. Your choice grant you features at 2nd level, and again at 6th, 11th and 15th levels. The focus are described in the end of this article, and you can choose one between the following options:
- Shugoki: Specialization in heavy and bludgeoning weapons.
- Ashigaru: Specialization in polearms and firearms.
- Kenshi: Specialization in versatile weapons, in special the katana.
- Ninja: Specialization in light weapons and assassination.
- Kyudoka: Specializations in shortbows and longbows.
- Budoka: Specialization in simple and improvised weapons and in unarmed strikes.
- Required Weapon
You must be using the required weapon of your focus in order to benefit from its features.
Starting at 5th level, you when you wield the required weapon of your focus, you can Attack twice, instead of once, when you take the Attack action.
At 6th level, attacks with the Martial Focus required weapon ignore resistances and immunity to non-magical damage.
At 9th level, you further your martial training, learning martial stances based on your chosen style. Assuming a stance requires a bonus action. In addition, to gain the benefits from the stance, you must be also benefiting from the fighting style.
You gain one of the following stances, depending on the chosen style:
- Hawk Stance (Archery)
Before the end of your next turn, you can add half your Wisdom modifier (rounded down, minimum of +1) to a ranged attack roll or Intelligence or Wisdom check.
- Bat Stance (Blind Fighting)
Until the end of your next turn, when a creature makes a melee weapon attack against you and misses, you can use your reaction to make a melee weapon attack against that creature.
- Turtle Stance (Defense)
Before the end of your next turn, you can add half your Constitution modifier (rounded down, minimum of +1) to your AC against one attack.
- Viper Stance (Dueling)
Until the start of your next turn, you ignore difficult terrain. In addition, when an opponent makes a melee weapon attack against you, you can use your reaction to move to another space within 5 feet of that opponent, without provoking opportunity attacks, imposing disadvantage on the triggering attack.
- Bull Stance (Great Weapon Fighting)
As part of the bonus action used to adopt this form, you can move 15 feet to an unoccupied space you can see. This movement ignore difficult terrain.
- Crane Stance (Interception)
The first time you take slashing, piercing or bludgeoning damage from a weapon until the end of your next turn, that damage is halved.
- Dragon Stance (Kenjutsu)
Until the start of your next turn, your critical hit range with a melee weapon benefiting from the dueling fighting style increases in 1 (20 becomes 19-20, 19-20 becomes 18-20 and so on).
- Crab Stance (Protection)
The first time a creature makes an attack roll against you until the end of your next turn, that attack has disadvantage.
- Mantis Stance (Two-Weapon Fighting)
As part of the bonus action used to assume this form, if you took the Attack action, you can engage in two-weapon fighting.
Each time you hit with an attack on this turn, you can move 5 feet without provoking opportunity attacks from the creature you hit.
At 13th level, your domain over your stance develops even further. You gain mastery over your chosen fighting stance. You gain a benefit depending on the chosen stance.
- Blind Fighting
- Great Weapon Fighting
- Two-Weapon Fighting
At 17th level, you become the unparalleled martial master. You can choose one additional fighting style of your choice. You also gain the stance and mastery related to the new style.
At 18th level, when you roll initiative and have no discipline left, you regain 4 discipline.
In addition, you ignore the effects of exhaustion while you have at least 1 discipline. You still die when you suffer 6 levels of exhaustion.
At 20th level, whenever you start your turn with 0 discipline, you regain 1 discipline.
Paths of Devotion
Paths of devotion are the road you have chosen in order to achieve glory, honor and self-perfection.
- Noble Status
At 1st level, you have a greater status on the society you inhabit. You gain proficiency in two of the following skills: Animal Handling, History, Insight or Persuasion. In addition, you gain proficiency in one additional language of choice.
- Valiant Knight
Also at 1st level, as an elite member of your clan, you launch yourself into combat as a cavalry vanguard. You gain proficiency in initiative rolls.
In addition, when you are mounted, you have advantage on saving throws made to control the mount and to stay on the mount. If you fall from your mount while the mount is in the ground, you fall on your feet, not being knocked prone. Finally, mounting and dismounting only costs you 5 feet of movement.
- Agile Fighter
Starting at 3rd level, your movement speed increases in 10 feet. If you are controlling a mount, your mount speed also increases in 10 feet.
Additionally, when you take the Dash action your jump speed is doubled. This also applies to your controlled mount.
- Fighting Spirit
At 7th level, you have a heightened focus and discipline. You gain additional discipline points equal to your Wisdom modifier (minimum of 1).
- Kiai Scream
At 10th level, you can shout with the whole power of your spirit, lifting the spirit of your allies and frightening your foes. As a bonus action, you can spend 2 discipline to use the kiai scream.
All friendly creatures in a 60-foot radius gain temporary hit points equal to your level in this class, and have their movement speed increased in 10 feet until the end of their turn.
Any hostile creature that hears the scream in the area must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or are frightened by you for 1 minute. They can make another saving throw at the end of their turns to end the effect.
Once a creature gain the benefits or penalties of this scream, you can't affect the same creature with it until you finish a short rest.
- Precise Cut
At 14th level, on your fist turn of combat, you can make one additional attack as part of your Attack action. That attack is made with advantage.
If you hit a creature with this additional attack, you have advantage on all attacks you make until the end of your next turn.
At 1st level, you learn how to speak in Thieve's Cant. In addition, you gain proficiency in Stealth and Intimidation skills.
- Dirty Trick
Starting at 3rd level, you rely on dirty tricks to win a battle. Once per turn when you take the Attack action while within 5 feet of a hostile creature, that creature have Disadvantage on all melee attacks it makes against you until the end of your next turn.
- Banzai Charge
At 7th level, once per turn when you hit a creature with a melee attack after moving at least 20 feet, you can cause the target to take additional 1d10 from your weapon's type.
You can use this ability a number of times equal to your proficiency bonus, and regain your uses after finishing a short or a long rest.
Starting at 10th level, your reputation can strike fear in the hearts of your enemies. As an action, each creature of your choice that is able to see or hear you must succeed on a Wisdom throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is frightened by you for 1 minute. The creature can try to end this effect on itself at the end of its turn.
You can't use this ability again until you finish a long rest.
- Fallen Samurai
Starting at 14th level, you become immune to the charmed and to the frightened condition.
In addition, when you are hit by an attack, you can make an attack against your attacker, as a reaction. On a hit, the next attack that creature makes against you until the end of your next turn have disadvantage.
At 1st level, you can never be surprised. In addition, you gain proficiency in Perception.
Also at 1st level, your hit point current and maximum increase in 2. This increases in additional 2 for each level you gain in this class.
- Protective Talent
Starting at 3rd level, you can use your fighting spirit to use defensive tactics and protect your allies. You gain a pool of dice equal to your Wisdom modifier, which are d8's. You can spend 1 die to mimic the effects of the following spells: sanctuary, shield of faith, heroism, compelled duel and warding bond. You don't need to offer components for these spells.
You can cast each of these spells once, and you can't do it again until you finish a long rest.
In addition, you can use these protective die whenever you or a creature within 5 feet take damage, to reduce the damage dealt by the amount rolled on the dice spent. As an action on your turn, you can spend 1 discipline to regain 1 die, and you can't have more than your maximum on the dice pool.
- Preternatural Senses
At 10th level, you don't have disadvantage on attack rolls against a creature due to not being able to see it, and those creatures don't have advantage on attacks against you.
In addition, you are aware of the location of any invisible or unseen creature within 30 feet. If you have blindsight, it increases in 30 feet.
- Insightful Fighting
At 1st level, you can use your Wisdom, instead of your Strength, for attack and damage rolls with attacks made from your Discipline required weapon.
- Zen Strike
Also at 1st level, whenever you make an attack with your Discipline required weapon against a creature within 10 feet, you can spend 1 discipline to make another attack against the same target.
- Empty Step
At 3rd level, you can use your bonus action to move with incredible speed, almost blinking between two spaces. You gain the ability to fly 10 feet, ending your movement on the ground.
In addition, you can cast jump or expeditious retreat, without spending material components. After casting either of these spells, you can't do it again until you finish a long rest.
- Mastered Technique
At 7th level, once per turn when you make an attack with a Discipline required weapon against a creature within 10 feet, you cause additional 1d6 damage.
In addition, when you successfully shove a creature or when a creature end its turn grappled by you, it takes 1d6 bludgeoning damage.
- Zen Guard
At 10th level, you can use your action to enter in a state of profound awareness and concentration, lasting for 1 minute. Each time a creature hit you with an attack, roll a d6. On a roll of 3 or higher, the attack targets your guard instead.
Your guard's AC have an AC equal 10 + your Wisdom or Dexterity modifier (your choice). On a hit, you take no damage, but your guard is broken and ends earlier.
Once you use this feature, you can't use it again until you finish a short or long rest.
At 14th level, you can use your action and spend 2 discipline to move trough the battlefield delivering a strikes. You can make one attack against each creature within 5 feet of you during your movement on that turn.
You can't attack the same target more than once.
Martial Focus Options
Your martial focus determines how you approach combat and which weapons are you specialized in. You can choose between the options below.
Shugoki are warriors who embody the terrifying strength and brutality of the legendary Oni. They wield powerful bludgeons and strike with aggressiveness and might, while acting as powerful sentinels. Although their method seems barbaric at first glance, there's careful technique and method behind each strike.
The shugoki training emphasizes the use of bludgeoning heavy weapons, specially when in combat using two-hands. This shugoki is for Senshi that strive to be heavy warriors and guardians.
- Required Weapon
To benefit from the shugoki martial focus, you must be wielding a club, greatclub, maul, warhammer, mace or morning star.
- Sentinel Guard
At 2nd level, whenever you are wielding a weapon with two hands, you can make an opportunity attack with it if a creature moves within 5 feet of you.
Starting at 5th level, whenever you successfully grapple or shove a target, you can make one attack with a melee weapon you wield in two hands against that creature, without using an action.
At 11th level, if you succeed on a grapple attempt against an opponent that is already grappled, the target also becomes restrained for the duration of the grappling.
- Sentinel Stance
At 15th level, you can spend 2 discipline points to assume the sentinel stance as a bonus action, lasting for 10 minutes. It ends earlier if you drop your longsword. While in this stance, you gain the following benefits:
- Once in each round, you can reduce the damage taken by you or another creature within 5 feet from a melee attack by your Dexterity or Strength modifier (whichever is higher).
- When you are reduced to 0 hit points, you can drop the stance to be reduced to 1 hit point instead.
- You can spend 1 discipline point as an action when wielding a weapon in two hands to assume a guard. Until the stance ends, you can once per round reduce the damage taken by you or a creature within 5 feet of you from a melee weapon attack by 2d8.
The ashigaru is a light foot-soldier, who fight alongside companions in wars. The Ashigaru training is better suited for mass combats, and for Senshi who fight alongside other warriors. For this focus on battles, they usually prefer weapons used in large scale conflicts, such as polearms and firearms.
- Required Weapon
To benefit from the ashigaru martial focus, you must be wielding a spear, glaive, halberd or firearm*.
- Forced March
Starting at 2nd level, you ignore hindrances from non-magical difficult terrain.
At 6th level, whenever a creature within 5 feet of you is knocked prone, you can make an attack against it as a reaction. If you have knocked the creature prone yourself, you don't need to use a reaction.
At 6th level, you can make a formation with allied creatures within 5 feet of you. Once in each round, you can give advantage on a attack roll made by a creature that is part of this formation. Doing so don't require any action.
- Strengthened Strikes
At 11th level, you cause additional 1d8 damage with your weapon attacks if you have at least one friendly creature within 5 feet of you. This creature must be conscious.
Also at 11th level, whenever an allied creature within 5 feet is hit by an attack while you are wielding a melee weapon, you can force that creature to reroll the attack as a reaction. You mus use the new result.
In addition, if an allied creature within 5 feet of you is wielding a melee weapon, it can use this feature on you, using your reaction.
- Military Formation Stance
At 15th level, you can adopt a military fencing stance by spending 1 discipline. You gain the following benefits while this stance is active.
- Any friendly creature who end its turn within 15 feet of you (including you) have its movement speed doubled.
- When you are hit by an attack, you can make an attack of opportunity against the attacker.
- You can spend 2 discipline as an action to allow each friendly creature within 15 feet (including you) to move up to half their movement speed and make an attack with advantage.
The kenshi is the first image that comes to mind in those who imagine a Senshi. The kenshi is the master of the noblest of the weapons, the katana, although they have great ability with a variety of versatile weapons.
Using gracious technique, precise strikes and swift footwork, the kenshi is almost unparalleled in duels, and have techniques that lend themselves in both one to one or mass battles.
- Required Weapon
You must be wielding a longsword, battle axe or warhammer to benefit from these features.
At 2nd level, when you attack a creature with a versatile melee weapon, you ignore opportunity attacks from that creature this turn.
At 6th level, when wielding a versatile melee weapon, you can halve any damage you take from an attack, using a reaction.
- Sharpened Blade
At 11th level, your attacks with versatile melee weapons deal additional 1d6 damage from the weapon's type.
- Swordsman Stance
As a bonus action on your turn, you can spend 1 discipline to assume the swordsman stance as a bonus action. For the next 10 minutes, or until you are reduced to 0 hit points, you gain the following benefits:
- While wielding a versatile melee weapon, any damage from non-magical melee weapon attacks you take is reduced by half.
- You can spend 2 discipline as an action to make one attack against each creature within 5 feet of you.
- Discipline Actions
You learn the following discipline actions:
- Quick Draw (6th level). Once per turn when you draw a creature while within 5 feet of a hostile creature and hit that creature with a versatile melee weapon, you can spend 1 discipline to cause additional damage 2d6 damage. In addition, the next attack you make against this target until the end of this turn is made at advantage.
- Raised Guard (6th level). As an action, when wielding a versatile weapon in two hands, you can spend 1 discipline to raise your guard. While you have your guard raised, the next attack with a weapon that hits you have its damage reduced in 1d10. If the attack is from a creature within 5 feet of you, the creature take damage equal to the damage reduce. After this the guard is dropped. At 11th level, you can raise your guard as a bonus action.
- While your guard is raised, it remains in this way until you take damage or are no longer wielding a versatile weapon in two hands.
Ninjas are skirmishers and guerrilla fighters, focused in non-orthodox fighting techniques. They are trained in the use of light weapons and stealthy combat, preferring to use deception and tricks to gain the upper hand in combat, rather than direct fight.
- Required Weapons
You must be wielding shortswords, scimitars, daggers, darts or blowguns to benefit from this martial focus.
- Sneak Attack
Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, increasing to 2d6 at 6th level and 3d6 at 11th level.
At 6th level, if you were hidden at the start of your turn, all attack rolls you make until the end of this turn are made with advantage.
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shadow Stance
At 15th level, as an action on your turn, you can assume a shadow stance by spending 2 discipline points. The stance lasts 10 minutes and give you the following benefits:
- Any creature have disadvantage on attack rolls against you. An attacker is immune to this effect if doesn't rely on sight or if can see trough illusions.
- You create no sound for the duration.
- When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
- Discipline Features
- Cunning Action (5th level). You can spend 1 discipline point to take the Dash, Disengage or Hide action using a bonus action.
- Required Weapon
You must use a shortbow or longbow to benefit from the features of this martial focus.
- Forceful Shot
At 2nd level, when you hit a creature with an attack from a bow, the target must succeed on a Strength saving throw or be pushed 10 feet back.
- True Shot
At 6th level, when you miss an attack with a bow, you can spend 1 discipline to succeed instead.
- Deadly Shot
At 11th level, whenever you have advantage on an attack with a bow, you cause additional 1d8 damage.
- Archery Stance
At 15th level, you can spend 5 discipline as an action to assume the archery stance, for 10 minutes. When you assume this stance, you can make one attack against each creature of your choice within 30 feet. In addition, you gain the following benefits:
- Required Weapons
You must use unarmed strikes, simple weapons or improvised weapons to benefit from this martial focus features.
- Martial Artist
Starting at 2nd level, you roll a d4, instead of the normal damage for your unarmed strikes. In addition, you can use either Dexterity or Strength for your attacks with unarmed strikes. Against targets not wearing armor, your damage die with unarmed strikes becomes a d8 instead.
In addition, when you take the Grapple or Shove actions, you can use your Dexterity (Acrobatics) instead of Strength (Athletics) for the check. Finally, when you Grapple an opponent, you can also knock it prone as part of the same action.
- Kiai Shout
At 6th level, when you hit a creature with an attack, you can spend 1 discipline to make a kiai shout. The target must succeed on a Wisdom saving throw, or is frightened from you for 1 minute. The target can make this saving throw again in each turn to end the effect.
- Shoulder Throw
Starting at 6th level, when you are grappling a creature, you can spend 1 discipline to force that creature to make a Dexterity saving throw, or be knocked prone and restrained.
- Empowered Strikes
At 11th level, you add a d6 to your damage rolls using unarmed strikes.
In addition, when you hit a creature with an attack, that creature must succeed on a Constitution saving throw or is stunned until the end of its next turn.
- Budo Stance
At 15th level, you can spend 3 discipline as a bonus action to assume the budo stance. When you do so, you gain a number of temporary hit points equal to your Constitution modifier + your proficiency bonus. In addition, you gain the following benefits:
- You ignore size limitations for grapple or shove, and creatures with a size higher than you don't gain any advantage due to their size.
- Whenever you take the Attack action, you can make one attack against each creature within 5 feet of you, for each attack you can make.
- As a reaction when you take damage, you can spend 2 discipline to halve the damage, and gain resistance to its type until the start of your next turn.
Proficiencies. When you multiclass into the Senshi class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons, one tool.