Sekiro (5e Class)
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Sekiro[edit]
Shinobi[edit]
The classic appearance of a full-fledged Sekiro |
A human shinobi creeps through the tall grass, nothing but a shadow cast upon a backdrop of darkness. His blade already unsheathed; he makes his way around the enemy camp where the orc soldiers are stationed. When one of them wanders into the foliage to relieve himself, the shinobi pulls him to the ground and slits his throat in one swift motion, the only sound being a gurgling of blood in the orc's open wound. With their ranks thinned by one, the two remaining orcs are left at a disadvantage when the shinobi descends upon them. He appears behind one and sheathes his katana in the warrior's heart. The other has little time to react and a short duel ensues. Their blades clash and the shinobi react swiftly, slicing through the orc's throat and leaving him to bleed out. When the next patrol arrives, the shinobi is long gone, the only trace of his existence being a trio of dispatched soldiers.
The halfling, having underestimated her foes, finds herself outmatched. The tabaxi guards before her sneer in their premature celebration, unaware of her hidden fang. She raises her wooden arm as they approach and the mechanism inside whirs to life. Firecrackers burst from her arm and exploded in a wide cone before her. The guards shield their eyes and recoil, giving the intruder valuable reaction time. A thin, strong rope springs from the shinobi's prosthetic arm and attaches to the top of the nearby gate. The Halfling is pulled over the heads of her enemies. When they uncover their eyes and regain their composure, she is gone. Sekiro Shinobi are skilled warriors who use both stealth and superior combat prowess to their advantage. They are loathe to be struck by enemies, as they cannot absorb much damage, but their unrivaled skills on the battlefield compensate nicely.
Creating a Sekiro[edit]
As you make your Sekiro Shinobi, consider how they lost their arms. Who were they when they were a simple shinobi? What was their mission and how did they lose their arm? Do they fall while defending their master in combat? Did they unknowingly lead bandits to the hamlet they were sworn to protect, later losing a limb in their efforts to prevent its destruction? This event is what drives them to push forward in their search for redemption and/or revenge.
What attitude do you take toward your rebirth? Do you solemnly return to your duties and attempt to make amends, or are you swallowed up in anger and driven to seek revenge on those responsible for your downfall? Do you regard your prosthetic arm as a tool that will prove useful in your quest or is it simply a grim totem that acts as a monument to your failures? Perhaps both are true in their own way.
- Quick Build
You can make a Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Hermit background. Third, choose A katana, 6 shuriken and Explorer's Pack
Class Features
As a Sekiro you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Sekiro level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sekiro level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit, Poisoners kit, Disguise kit, and Forgery kit, Carpenter’s tools
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Acrobatics, Athletics, History, Religion, Stealth, Sleight of Hand, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Katana or (b) Wakizashi
- (a) An Explorer's Pack or (b) Dungeoneering Pack
- (a) 7 Shuriken or (b) 4 Daggers
- If you are using starting wealth, you have 4d4 x 10gp in funds in funds.
Level | Proficiency Bonus |
Features | Max Spirit Emblems | Deflect Die | Counter Attack |
---|---|---|---|---|---|
1st | +2 | Deflect, Fighting Style, Unarmored Defense | 0 | d4 | 1d8 |
2nd | +2 | Shinobi Prosthetic, Spirit Emblems, Cunning Action | 2 | d4 | 1d8 |
3rd | +2 | Shadow Die Twice, Shinobi Arts | 3 | d4 | 2d8 |
4th | +2 | Ability Score Improvement | 4 | d4 | 2d8 |
5th | +3 | Extra attack, Master Carpenter | 5 | d4 | 3d8 |
6th | +3 | Sixth Sense | 6 | d6 | 3d8 |
7th | +3 | Evasion, Shadow Die Twice (2) | 7 | d6 | 4d8 |
8th | +3 | Ability Score Improvement | 8 | d6 | 4d8 |
9th | +4 | Posture Break | 9 | d6 | 5d8 |
10th | +4 | Breath of Life | 10 | d8 | 5d8 |
11th | +4 | Deathblow | 11 | d8 | 6d8 |
12th | +4 | Ability Score Improvement | 12 | d8 | 6d8 |
13th | +5 | Shinobi Combat | 13 | d8 | 7d8 |
14th | +5 | Spirit Thief | 14 | d10 | 7d8 |
15th | +5 | Willful Fortitude | 15 | d10 | 8d8 |
16th | +5 | Ability Score Improvement | 16 | d10 | 8d8 |
17th | +6 | Unerring Strike | 17 | d10 | 9d8 |
18th | +6 | — | 18 | d12 | 9d8 |
19th | +6 | Ability Score Improvement | 19 | d12 | 10d8 |
20th | +6 | Legendary Shinobi | 20 | d12 | 10d8 |
Deflect[edit]
A shinobi does not train their body to sponge attacks, he instead elects to avoid the damage entirely by using his weapon to deflect strikes.
At 1st level, as a reaction when you are holding a weapon, you can attempt to deflect a weapon attack that hits you. Reduce the damage of the attack by 1d4 + your Dexterity modifier. If this reduces the damage of the attack to 0, you gain an additional reaction that can only be used to deflect again. Once you have gained this additional reaction, you cannot gain it again until the start of your next turn. If it does not reduce the damage to 0, you take any remaining damage. Your deflection die increases as you gain levels in this class, as shown in the deflection die column of the Sekiro class table. You cannot use deflect if you are concentrating on a spell, wearing heavy armor, or are in a state were concentrating on a spell would be impossible (Such as the barbarian’s rage.)
When you successfully reduce the damage of an attack to 0, your enemy is thrown off balance, giving you an opening for a powerful Counter Attack. Your next attack against that enemy deals an additional 1d8 damage matching your weapon. This damage increases by 1d8 every other level.
(Editor’s note; Counter Attack counts as Sneak attack for the purpose of using feats, features and items that used or requires Sneak Attack.)
Fighting Style[edit]
At second level, you master a fighting style that you’ve been training in. Choose one of the following fighting styles:
- Ashina Style- While only wielding a sword in one hand and nothing else, you gain a +1 bonus to your attack rolls and armor class.
- Shinobi Style- You gain a +3 Stealth checks. In addition, attacking someone while in stealth increases your critical threshold range by +2.
- Prosthetic Style- You increase the DC of all your Prosthetic Tools by +2.
- Temple Style- Your unarmed attacks deal 1d4 damage, this damage increases to 1d6 at 5th, d8 11th, and 1d10 at 17th levels. In addition, you can Deflect and Counter Attack features with your unarmed strikes.
Unarmored Defense[edit]
Starting at 1st level, your reflexes and keen senses allow you to block and dodge attacks as if the behavior were second nature. When you are not wearing armor, your Armor Class equals 10 + Dexterity modifier + Intelligence modifier.
Shinobi Prosthetic[edit]
Every shinobi has a set tool he uses to gain the edge in combat. These tools are usually contained and used by a prosthetic that is designed to activate the tools the Shinobi loads into them. Whether using black powder to blind enemies in front of you, or using a grappling hook to traverse sheer slopes, the Prosthetic is what allows a shinobi to fight and survive against groups of enemies, and to relinquish it would mean certain death.
Starting at 2nd level, you gain the grappling hook tool, as well as 2 tools of your choice that you can load into your prosthetic. When you finish a long rest, you may load any number of different tools into your prosthetic. Once a tool has been loaded, it can be used once (unless the tool specifies otherwise) but can be reloaded on a short or long rest. You can have up to 2 tools loaded into your prosthetic at any given time, but you can swap one tool out for another when you finish a long rest.
All of the tools can be upgraded beyond their standard level. You know the upgrades for all the tools you know, so long as you meet the upgrade’s prerequisites. You may upgrade a tool as part of the same long rest where you load it. At 2nd level, you can have one upgraded tool. This increases to 2 at 5th level, 3 at 9th level, 4 at 13th level and 5 at 17th level.
If you were to lose your prosthetic, you must spend one week and 100gp worth of materials to make a new one.
You gain an additional tool of your choice at 6th, 10th and 18th level.
You use your intelligence modifier when setting the saving throw DC for a Shinobi tool and when Making an Attack roll with one.
Your Prosthetic Tools save DC = 8 + your proficiency bonus + your Intelligence modifier
Attack Bonus- your proficiency bonus + your intelligence modifier
Spirit Emblems[edit]
Starting at 2nd level, the souls of the departed are drawn to you. They enable you to activate tools that you have installed in your shinobi prosthetic and are represented by Spirit Emblems. You have 2 Spirit Emblems, and you gain more as you reach higher levels, as shown in the Spirit Emblems column of the Sekiro table. You regain all spent Spirit Emblems when you finish a long rest.
Cunning Action[edit]
Starting at 2nd level, you can use a bonus action to take the Dash, Disengage, or Hide action. You gain proficiency in the stealth skill if you don't already have it. Double your proficiency bonus for it if you do have it.
Shadows Die Twice[edit]
Starting at 3rd level, your blood has been touched by both life and death, leaving it lingering in between (you inherited the "Divine Dragon's Blood" that is coursing through your veins).
When you roll death saving throws, you roll with advantage. Any effects that would cause you to make these saves with disadvantage simply nullify your advantage. Once you've passed all your death saves, you are stabilized at 0 Hit Points, you may choose to immediately regain a number of Hit Points equal to half of your maximum. Furthermore, if you are killed outright (exp: Someone exactly dealing damage equal to your max hit points or over) you do not count as being killed outright but count as being at 0 hit points. After you heal in this way, you cannot do so again until you complete a long rest. You may use this feature an additional time per long rest at level 7th.
Additionally, this feature makes you immune to disease and resistant to poison. You are also no longer die of old age and no longer age by normal means, making you somewhat immortal.
Shinobi Arts[edit]
As a Shinobi, your ability to survive rests solely on your abilities. Reliance on others leads to death, and as such honing your own skills is crucial. At 3rd level, you pick two Shinobi arts, as detailed in the Shinobi Arts section at the end of this document. You gain two additional Shinobi Arts at 6th, 10th, 14th, and 17th level. Some Shinobi arts are innately magical, and these arts are powered by spirit emblems. You craft your spirit emblems with your carpenter’s tools when you finish a long rest. These spirit emblems are small humanoid paper cutouts that are imbued with trace amounts of divine energy.
Your Shinobi Arts save DC = 8 + your proficiency bonus + your Dexterity modifier
Attack Bonus- your proficiency bonus + your dexterity modifier
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, or using the feats optional rule, you can replace this feature with a feat for which you qualify. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Carpenter[edit]
Beginning at 5th level, your carpentry ability hones into mastery. You gain expertise in carpenter’s tools.
Sixth Sense[edit]
Starting at 6th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.
Evasion[edit]
At 7th 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.
Posture Break[edit]
Starting at 9th level, your relentless strikes have the potential to throw your enemies off balance. When you hit a single creature with three consecutive attacks without a single miss to break their defenses. Your target must make a Constitution saving throw against your Shinobi Art save DC. On failure, they take additional damage equal to your Sekiro level and are stunned until the end of their next turn. On a success, they take half as much damage and aren’t stunned.
Breath of Life[edit]
Beginning at 10th level, whenever you reduce a creature to 0 hit points on your turn, you may immediately expend a hit die, add your constitution modifier to it, and recover that many hit points. If you score a Deathblow on your turn and use this feature, the healing you receive is doubled.
Deathblow[edit]
Starting at 11th level, you learn to recognize weakness in your targets, and find openings for killing blows as their vitality is drained. When you score a critical hit or a Counter Attack against a creature with a melee weapon attack, if the creature’s hit points are below a certain threshold after the damage is dealt, you can instantly kill them. This threshold is equal to double your strength modifier (minimum of 2). In addition, when you land a deathblow against a creature, the damage reduction of your next deflect is doubled.
Shinobi Combat[edit]
Starting at 13th level, you’ve mastered wielding your weapon from your travels. When attacking with weapons that you’re proficient with, you make attacks that turn immunities into resistances and resistances into normal damage.
Additionally, you can turn slashing damage weapons into piercing that you're proficient with.
Spirit Thief[edit]
Beginning at 14th level, when you reduce a creature to 0 hit points on your turn, you can siphon a portion of their spirit to create one additional spirit emblem. If you land a deathblow on your turn, you may instead siphon enough of their soul for 2. You still cannot have more than 5 at any given.
Willful Fortitude[edit]
At 15th level, you gain proficiency in your choice of either Constitution saving throws or Wisdom saving throws.
Unerring Strike[edit]
At 17th level, your strikes never falter. If you would have disadvantage on your attack roll, you can use your bonus action to negate any disadvantage your attack rolls would have until the end of your turn.
Legendary Shinobi[edit]
When you reach 20th level, your lethality climbs to new heights and you are able to discern and target specific vitals on creatures in an instant, dealing lethal damage. The threshold for your deathblow is now equal to your dexterity score (minimum of 10) and triggers on any hit. Additionally, you score a critical hit on a roll of 19 or 20.
Shinobi Arts[edit]
Ashina Arts WIP[edit]
- Ichimonji
- Spirit Emblem Cost: None
Once per turn, You make 1 overhead strike on a creature with your weapon. If the attack lands, roll 1d4 and add the result to your AC while subtracting the result from the target's AC. This reduction lasts until the end of the target's turn.
- Ichimonji Double
(Prerequisite: 6th level, Ichimonji)
- Spirit Emblem Cost: None
You add a follow up attack to the Ichimonji without sacrificing any of your lethality. You may make the special attack described in Ichimonji twice, instead of once, when you use this ability.
- Ashina Cross
(Prerequisites: 10th Level)
- Spirit Emblem Cost: 2 Spirit Emblem
You learn to deliver a devastating attack from a sheathed position, cutting your foes down in an instant. As an action while your weapon is sheathed, you can unleash your divine power to strike like the wind. Make 3 attacks against a single target. On a hit each attack deals an additional 2d6 weapon damage.
- Floating Passage WIP
(Prerequisites: 14th level)
- Spirit Emblem Cost: N/A
Once per turn, you can make 3 attacks. You move 5 ft. forward for each attack along with the target. This attack hits all creatures who are 5 ft. in front of you.
- Kyojin Toppler
(Prerequisites: 14th level)
- Spirit Emblem Cost: 1 Spirit Emblem
Focusing your power, you can deflect even the blows of great and mighty foes. When you use your Deflect against a creature at least one size larger than you, you can activate this art to gain a +3 to your Deflect roll for each size category larger than you the creature is. (As a medium creature, +3 for large, +6 for huge, etc.)
- Lightning Reversal
(Prerequisites: 17th level)
- Spirit Emblem Cost: 3 Spirit Emblem
Lightning surges through the bodies of those with their feet on the ground, instantly paralyzing them. A secret technique exists to catch lightning in one's blade while in mid-air, and send it back. This is known as Lightning Reversal.
When you become the target of an attack or effect that deals lightning damage, but before you know the results of the attacking creature's attack roll or your saving throw, you can as a reaction jump into the air to catch the lightning. If the lightning would ordinarily travel through you, it instead stops at your position. You cannot attempt to catch the lightning if you are prone or your speed is reduced in any way . To catch the lightning, you need to be wielding a weapon made with metal, When you catch the lightning, you can as part of the same reaction attempt to send it back. Roll a d20 and add your proficiency bonus.
If the result is equal to or greater than the lightning's origin's attack roll or save DC, then you send the lightning back towards its source in a 30-foot-radius cone. Each creature in the area must succeed on a Dexterity saving throw (DC 10+ half your level), taking no damage on a success or half the lightning's damage on a failure. You then fall to the ground. If the result is lesser, you fail to send the lightning back. You then fall to the ground. When you fail to send the lightning back and then touch the ground, the lightning flows through you and into the ground, dealing all of the lightning damage to you that would have been dealt if you had been hit by the attack or failed its saving throw.
Temple Arts WIP[edit]
- Mibu Breathing Technique
- Spirit Emblem Cost: None
You learn a breathing technique that allows you to breathe underwater indefinitely. You gain a swimming speed equal to your movement speed. Additionally, you can see 60ft in lightly obscured while underwater and 30ft in heavily obscured while underwater.
- Gentle Grab
(Prerequisite: Temple Style)
- Spirit Emblem Cost: 1 Spirit Emblem
You can replace one of your attacks you can roll a contested grapple check with either your acrobatics or athletics vs the creature's. You flip them and throws them to the ground knocking them prone and dealing your unarmed damage + your dexterity modifier as force damage. If the target takes 6 or more damage from this attack, then you can make one unarmed or weapon attack against the creature as part of that same attack.
- Ascending Carp
(Prerequisite: 6th level)
- Spirit Emblem Cost: None
You learn to open your opponent’s guard when you successfully deflect a strike. When you reduce an attack to 0 damage using deflect, the next attack roll against the attacker is made with advantage.
- Descending Carp
(Prerequisite: 10th level, Ascending Carp)
- Spirit Emblem Cost: None
You find openings for killing blows after mere single deflects. When you reduce a weapon’s damage to 0 with deflect, the wielder becomes open to critical blows until the end of your next turn. If your attack roll exceeds the creature’s AC by 10 or more, the hit becomes a critical hit.
- Transcending Carp
(Prerequisite: 17th level, Descending Carp)
- Spirit Emblem Cost: None
Those left vulnerable by your counters are met with a swift end. When you reduce the damage of an attack to 0 with Deflect, your next attack against the attacker becomes a critical hit.
Shinobi Arts WIP[edit]
- Mikiri Counter
- Spirit Emblem Cost: None
You learn to completely foil the attacks of those who try to keep their distance. When you deflect the damage of an attack with reach to 0, you stomp the deflected weapon or limb into the dirt. For the duration of the wielder’s turn they cannot make any more attacks with that weapon.
- Eavesdrop
- Spirit Emblem Cost: None
As an action, you can open your ears to hear minute and distant noises as clearly as if they were right next to you. Until you stop concentrating on this ability (As if concentrating on a spell) You have advantage on perception checks that rely on hearing and can clearly hear normal speech out to a range of 100ft so long as additional sounds do not drown it out.
- Whirlwind Slash
- Spirit Emblem Cost: 1 Spirit Emblem
You envelop yourself in divine strength and spin in a violent slashing motion around you. As an action, If you are holding a weapon, you may make one attack against each creature within 5ft of you.
- A Shinobi’s Karma
- Spirit Emblem Cost: None
You become more in tune with the divine magic that fuels you. You may create one additional spirit emblem equal to your intelligence modifier when you finish a long rest, and the maximum you can hold increases equal to your intelligence modifier.
- Shadowrush
- Spirit Emblem Cost: 1 Spirit Emblem
You take up a low stance and then surge towards an enemy, imagining them and vaulting over them in one swift motion. As an action, you can move at least 10, but no more than 30ft towards an enemy you can see without provoking opportunity attacks. You then make an attack against them. On a hit, the creature takes weapon damage, plus an additional 2d8 weapon damage. You then vault over the creature, landing in the space on the opposite side of where the attack landed.
- Suppress Presence
(Prerequisite: Proficiency in Stealth)
- Spirit Emblem Cost: None
As an action, you can blend into the shadows around you and become nearly invisible. As long as you concentrate on this ability (as if concentrating on a spell) you gain two benefits:
- While you are lightly obscured, you are considered heavily obscured.
- If you fail a stealth check, or an enemy succeeds on a perception check to locate you, you can forfeit your next turn. If you do so, you either attempt your stealth check again, using the higher roll, or the creature who spotted you makes their perception check again and takes the lower result.
- Shinobi Eyes
(Prerequisite: Mikiri Counter)
- Spirit Emblem Cost: None
You’ve trained your eyes to see weakness in your enemy’s attacks. You can add your intelligence modifier to your Deflect Die. Additionally, when you are hit by an attack, you can use your reaction to give yourself a bonus to your AC equal to your perception bonus against the triggering attack. If this causes the attack to miss, you gain an additional reaction that can only be used to use deflect, and you cannot gain any additional reactions until the start of your next turn. finally, you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
- Smoke Cloud
- Spirit Emblem Cost: 1 Spirit Emblem
- Duration: 1 Minute
When creature either hits or missed you by an attack, you may use a reaction to throw a bomb of smoke on the ground. A 15ft radius area around yourself become heavily obscured until the end of Owl's next turn.
- Shinobi Charm
- Spirit Emblem Cost: 3 Spirit Emblems
- Duration: 1 Minute
Creatures within 10ft come in front of you must roll a DC Dexterity saving throw, on a failed save being unable to be targeted by healing spells or recover hit points in any way for 1 minute.
- Bloodsmoke Ninjitsu
(Prerequisites: 6th level)
- Spirit Emblem Cost: None
- Duration: 1 Minute
You use your divine magic to create an explosion of blood smoke when you land a Deathblow. When you land a deathblow, you may use your bonus action to cause them to explode in a cloud of blood. The blood heavily obscures a 30ft radius sphere centered on the target.
- Bestowal Ninjutsu
(Prerequisites: 6th level)
- Spirit Emblem Cost: 1 Spirit Emblem
You gain an additional 10 ft to your weapon's reach. Additionally, your weapon attacks deal an additional 2d6 points of necrotic damage. This lasts for a number of turns equal to your intelligence modifier.
- Backflip
(Prerequisites: 10th Level, Loaded Shuriken)
- Spirit Emblem Cost: 2 Spirit Emblem
You leaps backwards up to 15ft and 10t upwards, which doesn't initiate an attack of opportunity against you. You throw shurikens out in a 15ft cone and creatures in that area must make a DC Dexterity saving throw, on a failed save taking 4d10 Slashing damage or half as much on a success. In addition, If you have the Lazulite Shuriken upgrade, your weapon instead deals 4d10 radiant damage, increased to 8d10 against fiends and undead. You cannot use this art with the Fire Stream upgrade.
- Puppeteer Ninjitsu
(Prerequisite: 10th level)
- Spirit Emblem Cost: 2 Spirit Emblem
As a bonus action when you kill a creature with a deathblow, you can fill their body with divine energy and force them to act. The affected creature retains its stats and abilities, excluding spellcasting, gains temporary hit points equal to your level + your intelligence modifier, and obeys your spoken commands for one minute. The body dies if it loses all its temporary hit points, or one-minute passes.
- Splash of Poison
(Prerequisites: 14th Level, Backflip, Sabimaru)
- Spirit Emblem Cost: 5 Spirit Emblem
You leaps backwards up to 15ft and 10t upwards, which doesn't initiate an attack of opportunity against you. You throw splashes of corrosive poison like acid out in a 15ft cone and creatures in that area must make a DC constitution saving throw, on a failed save taking 6d10 acid damage and becoming poisoned for 1 minute or half as much on a success. A creature can spend an action and roll a medicine check vs the DC. In addition, If you have the Lazulite Sabimar upgrade, Fiends and Undead can be affected by its poison, even if they are immune to poison.
- Summon Owl
(Prerequisite: 17th level, Mist Raven)
- Spirit Emblem Cost: 2 Spirit Emblems
- Duration: 1 Minute
You summons a spectral owl to fly around yourself, the owl can take no actions except from the dash action and has a fly speed of 50ft. The owl is ethereal even though it can be seen. As a bonus action while the owl is summoned you may disappear into the spectral owl and then move inside it up to 100ft, you then reappear in the owl's space and makes your next attack with advantage.
Prosthetic Arts WIP[edit]
- Grappling Strike
(Prerequisites: Grappling Hook)
- Spirit Emblem Cost: None
You use your grappling hook to pull yourself towards an enemy or pull an enemy towards you. As an action, you make an attack roll with your grappling hook against an enemy within 60ft of you. On a hit, the target is grappled, but unlike a normal grapple the creature can move, but only towards you. You can use a bonus action on your turn to either force the target to make a strength saving throw against your tool DC, being pulled 20ft closer to you on a failure, or pull yourself in a straight line towards them. If you choose the latter, you may make one melee weapon attack against the target when you get within range. This attack gains a +3 bonus to damage. A creature grappled by this ability can use an action to remove the hook and escape the grapple.
- Axe Slash
(Prerequisites: Loaded Axe)
- Spirit Emblem Cost: 1 Spirit Emblem
When you make a Swing Axe attack, you can immediately follow it up with a single melee weapon attack.
- Shuriken Slash
(Prerequisites: Loaded Shuriken)
- Spirit Emblem Cost: 1 Spirit Emblem
When you make a Loaded Shuriken attack, you can immediately move up to 15 feet in a straight line in the direction of your attack. You can draw a melee weapon as part of this movement, and you do not provoke opportunity attacks during it. If you are Two-Weapon Fighting, you can make a Loaded Shuriken attack in place of one of your Two-Weapon Fighting attacks.
- Sweeping Spear
(Prerequisites: Loaded Spear)
- Spirit Emblem Cost: 1 Spirit Emblem
When you make a Launch Spear attack, you can immediately move up to 10 feet in a straight line in the direction of your attack after the attack is resolved and make a melee weapon attack. You can draw a melee weapon as part of this movement, and you do not provoke opportunity attacks during it.
- Spear Slash
(Prerequisites: Loaded Spear)
- Spirit Emblem Cost: 1 Spirit Emblem
When a creature that failed its Strength saving throw against your Launch Spear attack is pulled to a space adjacent to you, you can immediately make a melee weapon attack against it.
- Raven Slash
(Prerequisites: Raven Feather)
- Spirit Emblem Cost: 1 Spirit Emblem
When you Release Feathers and teleport to a space 15 feet from your original position, you can as part of your reaction immediately move up to 15 feet in a straight line and make a single melee weapon attack. You can draw a melee weapon as part of this movement, and you do not provoke opportunity attacks during it.
- Traveling Whistle
- Spirit Emblem Cost: None
When you Blow Whistle, you can target a point within 60 feet of you. That point becomes the position from where the whistling sound emits. You must be able to trace an unobstructed line between you and the point.
- Firecracker Slash
(Prerequisites: 6th level, Firecracker)
- Spirit Emblem Cost: 2 Spirit Emblem
When you Throw Firecrackers, you can immediately follow it up with a single melee weapon attack. You can draw a melee weapon as part of this attack.
- Deadly Umbrella
(Prerequisites: 6th level, Loaded Umbrella)
- Spirit Emblem Cost: 1 Spirit Emblem
When you Unfold Umbrella, you can as part of the same action end it to make a Projected Force attack. When you do, you make a single melee weapon attack with a 5 foot reach. On a hit, your attack deals an extra 2d8 damage.
You can draw a melee weapon as part of this attack. You can also do this as an action while your Umbrella is Unfolded and as part of your reaction when you spin your umbrella and the attacking creature's attack misses.
Your Loaded Umbrella can also temporarily absorb kinetic energy from ranged weapon attacks and release it as a projectile. If while Unfolding Umbrella you are the target of a ranged weapon attack. your Loaded Umbrella gains 1 charge. It can have no more than 3 charges at a time. You can expend 3 charges to make a Projected Force ranged weapon attack against a target you can see within 120 feet of you.
If you are using the Phoenix Lilac's Umbrella prosthetic upgrade, Project Force's extra damage deals 3d8 radiant damage instead. If you are using the Suzaku's Lotus Umbrella prosthetic upgrade, the Projected Force's extra damage deals 4d6 fire damage instead.
- Living Force
(Prerequisites: 9th level, Flame Vent)
- Spirit Emblem Cost: 2 Spirit Emblems
In the aftermath of firing your flame vent, you ignite your sword. For 1 minute, your melee weapon attacks deal an additional 1d8 fire damage. If you have the Divine Fire upgrade, your weapon instead deals 2d8 radiant damage, increased to 4d8 against fiends and undead.
Mushin Arts WIP[edit]
- Mortal Draw
(Prerequisites: 10th level)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- Spirit Emblem Cost: 5 Spirit Emblems
Prosthetic Tools[edit]
- Loaded Shuriken
- Spirit Emblem Cost: 1 Spirit Emblem
When you take the attack action on your turn, you may make an attack with this tool as a bonus action, which has a range of 60/120. On a hit a target takes 1d4 slashing damage, plus your dexterity modifier. The mechanism is incredibly quiet, and on a missed attack with this tool, your target does not automatically discern your location (though may still find you through a successful perception check)
- Loaded Shuriken Upgrades
- 1) Spinning Shuriken: When you make a Shuriken attack, you can as a part of that bonus action to build rotational energy in the Shuriken, dealing an extra 2d4 damage on a hit. A flying creature your size or smaller hit with a Shuriken in this way must succeed on a Strength saving throw or else fall prone. Once you make a Shuriken attack in this way, you cannot do so again until the end of your next short or long rest . In addition, Shuriken attacks made from your Shinobi Prosthetic count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Gouging Top: The extra damage from building rotational energy increases to 3d4, and Shuriken attacks made from your Shinobi Prosthetic gain a +1 bonus to attack and damage rolls.
- 3) Lazulite Shuriken (level 8 required): The damage dice of the Shuriken and the extra damage from building rotational energy change to a d6, and Shuriken attacks made from your Shinobi Prosthetic gain a +2 bonus to attack and damage rolls. This further increases by 2 additional dice against fiends and undead.
- 4) Phantom Kunai: Creatures you attack with a Shuriken must succeed on a Wisdom saving throw or else take 1d4 psychic damage . If a creature cannot hear, it is immune to this effect.
- 5) Sen Throw: You can make an attack roll that deals damage based on how much gold you have. For every 10gp spent, you deal 1d6 bludgeoning damage up to max of 10d6.
- Loaded Axe
- Spirit Emblem Cost: 2 Spirit Emblems
As an action, you can make a Swing Axe attack, a melee weapon attack against a creature within 5 feet of you. You gain 1d6 temporary hit points which last until the start of your next turn, and the next attack made against you has advantage. On a hit, a creature takes 2d12 + Intelligence modifier as Slashing damage, and the next time it takes damage before the end of your next turn it takes an additional 1d6 damage. If the target creature is wielding a shield, it also loses the shield's AC bonus until the end of your next turn. If the shield is wooden, the shield is destroyed instead.
- Axe Upgrades
- 1) Spring-Load Axe: The amount of temporary hit points you gain when you Swing Axe increases to 2d6. Also, when you use your Swing Axe, you can as a bonus action charge up its spring mechanism to spin your axe around you, targeting each creature within 5 feet of you with a Swing Axe attack, with a separate attack roll for each target. When you do so, you roll once for your temporary hit points regardless of the number of Swing Axe attacks you make. Once you Swing Axe in this way, you cannot do so again until the end of your next short or long rest. In addition, the Loaded Axe counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Sparking Axe (Level 5 required): The amount of temporary hit points you gain when you use your Swing Axe increases to 3d6. In addition, your Swing Axe attacks deal an extra 2d8 fire damage, and the additional damage a creature takes if it takes damage before the end of your next turn increases by 1d6 fire damage.
- 3) Lazulite Axe (Level 10 required): You imbue the metal of your axe with divine energy. The amount of temporary hit points you gain when you Swing Axe increases to 4d6. The extra and additional damages from your Swing Axe attacks change from fire to radiant damage and increase by 1d8 and 1d6 respectively. In addition, when you make a Swing Axe attack, all illusions within 20 feet of you end. Also, When attacking fiends or undead, the weapon does not suffer from disadvantage.
- Shinobi Firecracker
- Spirit Emblem Cost: 3 Spirit Emblems
You load a high powered, weaponized firecracker into your prosthetic. As an action, you can Throw Firecrackers, releasing a band of firecrackers that explode in 3 adjacent 5-foot-cube within 5 feet of you. Each creature in the area must succeed on a Wisdom saving throw or else become stunned until the end of its next turn. Beasts have disadvantage on their saving throw. The first time each round you attack any enemy blinded this way, you gain your Counter Attack damage bonus. Success or not, you are considered to be lightly obscured from any targets of this ability until the end of your current turn. The explosions are harmless, but extremely loud and can terrify beasts and less intelligent creatures. If a creature with an intelligence score of 8 or less can see and hear the firecrackers (Audible out to 120ft) they must succeed a intelligence saving throw or become frightened for 1 minute.
- Firecracker Upgrades
- 1) Spring Loaded: When you Throw Firecrackers, you can as a bonus action charge up its spring mechanism. When you do so, the firecrackers' area of effect expands to a 10-foot-radius circle centered on you.
- 2) Long Spark: You create a special concoction to lengthen the blast of the firecracker. When you apply this upgrade, the explosion persists for several seconds after the initial firing. At the start of your next turn, any creature standing in the area of effect must attempt the saving throw again, suffering normal effects on a failure. Additionally, any creature in the area has disadvantage on perception checks until the end of your next turn.
- 3) Purple Fume Spark (level 8 required): When you Throw Firecrackers, you can choose to delay its explosion. When you do So, the firecrackers do not explode until the start of your next turn, and each creature that fails its saving throw against it takes an additional 3d8 damage the first time it takes damage from any source before the end of its next turn. In addition, it leaves a smoke of purple toxic gas that remains for 1 minute. A creature who enters the gas for the first time on a turn or ends its turn there must succeed a constitution saving throw or take 3d8 poison damage, half as much on a success.
- Grappling Hook
- Spirit Emblem Cost: None
The Grappling Hook comes automatically installed into the Shinobi Prosthetic and does not counter the number of Prosthetic Tools that can be prepared.
As an action, you can launch your grappling hook at an object up to 30 feet away from you. If your grappling hook can wrap around the object and the object is heavy enough to support your weight, you are then pulled towards the object and land on your feet. Otherwise, you are not pulled and your grappling hook returns to you. If there is no place for you to land on or adjacent to the object, you are pulled a further 15 feet past the object and then fall.
(Examples of objects you should be able to grapple onto and land near include thick tree branches, a small-to-medium-sized statue atop a roof, or a sturdy wooden post anchored on the edge of a cliff.)
- Loaded Spear
- Spirit Emblem Cost: 1 Spirit Emblems
As an action, you can make a Launch Spear attack, a melee weapon attack against a creature your size or smaller within 10 feet of you. On a hit, a creature takes 1d8 piercing damage and you can choose to force it to make a Strength saving throw. On a failed save, a creature is pulled directly towards you into an unoccupied space adjacent to you.
- Loaded Spear Upgrades
- 1) Quick-reset mechanism: When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to deal an extra 2d8 damage on a hit. You can move up to 10 feet straight towards your target before you make the attack. In addition, Your loaded spear can be reloaded with a bonus action, instead of an action. Also, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 2) Loaded Spear Cleave Type: A Loaded Spear further reinforced with an enhanced spring mechanism. Store energy in the spring mechanism for a powerful cleaving attack. When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to target a 10-foot-radius circle around you, making a separate attack roll against each creature in the area. In addition, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
- 3) Spiral Spear: The damage of your Launch Spear attack increases to 2d8. Furthermore, when you charge up its spring mechanism, the extra damage you deal increases to 4d8, and you can target a 10 feet long 5 feet wide line of creatures up to 10 feet from you, making a separate attack roll for each creature. Lastly, you gain a +1 bonus to attack and damage rolls with Launch Spear attacks.
- 4) Leaping Flame: The damage of your Launch Spear attack increases to 3d8 and you deal an extra 2d8 fire damage on a hit. A creature hit by a Launch Spear attack must succeed on a Constitution saving throw or else become burned. In addition, your bonus to attack and damage rolls with Launch Spear attacks increases to +2.
- Flame Vent
- Spirit Emblem Cost: 3 Spirit Emblems
You load oil and gunpowder into a metal tube connected to your prosthetic, allowing you to light the flammable substance ablaze and create a devastating blast of fire. As an action, you can force creatures in a 10ft cone in front of you to make a dexterity saving throw. On a failure, a creature takes 2d8 fire damage, plus your intelligence modifier. A creature takes half as much damage on a success. The blast ignites flammable objects in the area that arent being worn or carried.
- Flame Vent Upgrades
- 1) Spring-Load: A Flame Barrel fitted with a gunpowder-loaded mechanism. Deals damage to enemies with gouts of fire. The spring mechanism can also be charged to release a massive blast of flames and hot air, sending opponents flying. When you make a Flame Vent attack, you can as a bonus action charge up its spring mechanism. When you do so, it becomes a Spring-load Flame Vent attack, targeting a 15-foot-cone. Creatures in the area take 5d6 fire damage, are pushed back 10 feet, and gain the burned condition on a failed Dexterity save, or half damage on a success. You are then pushed 10 feet directly away from the direction of the blast. Once you use this upgrade, you can't do so again until you spend an action to reset the spring.
- 2) Okinaga's Flame Vent (level 5 required): When you use your Flame Vent attack, you can choose to Belch Flames. While Belching Flames, your speed is reduced to 10 feet, and whenever a creature enters for the first time or ends its turn in a space within 10 feet of you, it must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save or half as much on a success. You can continue Belching Flames on subsequent turns by using an action at the start of each of your turns. You can choose to burn objects within 10 feet of you in this way. You cannot use reactions while Belching Flames. Also, the damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 2d8 and 5d6 to 3d8 and 7d6 respectively.
- 3) Lazulite Sacred Flame (level 10 required): The damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 3d8 and 7d6 to 4d8 and 9d6 respectively. However, your Spring-load Flame Vent attack can no longer apply the burned condition. Undead creatures take two additional dice of fire damage, and Lazulite Sacred Flame ignores resistance and immunity to fire damage against undead creatures.
- Loaded Umbrella
- Spirit Emblem Cost: 1 Spirit Emblems
As an action, you can Unfold Umbrella, spreading the iron-ribbed fan blades above your head When you do so, your speed is reduced to 15 feet, you must maintain concentration , and you have three-quarters cover against all weapon attacks that do not sweep low to the ground. While your Umbrella is Unfolded, you cannot take any other action. This lasts until you lose concentration, which you can choose to do at a time during one of your turns (no action required by you). You can also Unfold Umbrella as a reaction to being the target of an attack or effect. While the umbrella is extended you cannot use deflect or the attack action. You can retract an extended umbrella on your turn as a bonus action.
- Umbrella Upgrades
- 1) Magnet Umbrella: While your Umbrella is Unfolded, when you get hit by an attack, you can as a reaction spin your Umbrella to force the attacking creature to reroll their attack and take the second result. Also, the DC to maintain concentration on Unfold Umbrella is reduced by 5.
- 2) Phoenix's Lilac Umbrella: While your Umbrella is Unfolded, any fire damage you would take from a source other than yourself is reduced to 0 and any cold damage you take is reduced by half. In addition, you automatically succeed on saving throws against the Burn condition. Finally, When an enemy hits you with an attack while you have the umbrella extended, they take 1d8 fire damage.
- 3) Divine Umbrella: You infuse your iron umbrella with divine energy. While your Umbrella is Unfolded, any necrotic damage you would take from a source other than yourself is reduced to 0 and you automatically succeed on saving throws against the charm and frightening conditions. In addition, you count as full cover against effects originating from fiends and undead.
- Sabimaru
- Spirit Emblem Cost: 1 Spirit Emblems
A weapon coated in a potent poison, ideal for rapid strikes with the intent to poison the enemy. You can draw the short sword from your Shinobi Prosthetic as part of the attack you make with it. You cannot be disarmed of the short sword. On a hit, a target must succeed a constitution saving throw against your tool DC or become poisoned for 1 minute. A target can use an action to make another constitution saving throw against the poison, ending the effect on a success.
The Sabimaru has the same stats as a magical short sword. Your Sabimaru attacks deal an extra 1d4 poison damage on a hit.
Sabimaru uses a special, valueless poison that the Shinobi can always create. If a Shinobi comes across other poisons, he can use those poisons with Sabimaru. Any applied poisons persist on Sabimaru until an attack from Sabimaru successfully poisons a target.
- Sabimaru Upgrades
- 1) Improved Sabimaru: When you engage in Two-weapon Fighting with the Sabimaru, the weapon in your other hand also deals an extra die of poison damage on a hit. In addition. your Sabimaru attacks gain a +1 bonus to attack and damage rolls.
- 2) Piercing Sabimaru: Once per turn, when you make two or more Sabimaru attacks against the same creature, it must succeed on a Constitution saving throw or else take 2d4 poison damage. In addition, the Sabimaru's poison ignores resistance to poison damage and your sabimaru attacks have advantage against targets wearing heavy armor, benefitting from natural armor, and using shields.
- 3) Lazulite Sabimaru: The extra poison damage you deal with Sabimaru attacks, as well as with the weapon in your other hand while Two-weapon Fighting, increases to 2d4. Also, the bonus to your Sabimaru attack and damage rolls increases to +2. Fiends and Undead can be affected by its poison, even if they are immune to poison.
- Mist Raven
- Spirit Emblem Cost: 2 Spirit Emblems
This collection of magically infused feathers grants you the grace and evasion of the infamous bird for which the tool gains its name, The Mist Raven. When you become the target of an attack or effect you can see, you can as a reaction Release Feathers. When you do so, the attack or effect automatically misses, and you teleport to an unoccupied space 15 feet from or vertically above your original position.
- Mist Raven Upgrades
- 1) Aged Feather: In addition to when you become the target of an attack, you can as a reaction Release Feathers when you take non-psychic damage and when you are forced to become prone. If you Release Feathers in response to taking damage, the damage is reduced by half.
- 2) Great Feather (level 10 required): When you Release Feathers, the line through your original position and the position you teleport to becomes engulfed in flames. Creatures within 5 feet of the line must make a Dexterity saving throw, taking 5d8 fire damage and becoming burned on a failed save, or half as much on a success. If you teleported vertically above your original position, then the fire instead targets creatures in a 10-foot-radius circle around you when you land back on the ground.
- Divine Abduction
- Spirit Emblem Cost: 2 Spirit Emblems
A pair of red fans designed to look like autumn leaves, these fans can be used to momentarily spirit enemies away, leaving them vulnerable to attack when they return.
As a bonus action on your turn, you can wave the fans to whip up a vortex of wind around you. This vortex persists until the end of your next turn, during which time ranged weapon attacks against you are made with disadvantage.
As an action, you can Gather and Release Wind When you do so, each creature of your choice within 10 feet of you must succeed on a Charisma saving throw or else lose its reaction and grant advantage to the next attack made against it before the end of your next turn. While a creature is effected by this until the end of your next turn, your next attack against him benefits from your Counter Attack feature.
- Divine Abduction Upgrades
- 1) Double Divine Abduction: When you Gather and Release Wind, you can Gather and Release Wind one more time as a bonus action before the end of your turn.
- 2) Golden Vortex (level 7 required): The Divine Abduction momentarily banishes the enemy to a place of gratitude and satisfaction, encouraging generosity. When an enemy is hit by the second half of the attack, an item of the GM’s choice is removed from their possession, appearing in your pocket or falling on the ground next to you if it is too large to fit in your pocket. This often causes an enemy to lose their weapon, shield or spellcasting focus.
- Finger Whistle
- Spirit Emblem Cost: None
As an action, you can Finger Whistle. When you do so, a loud whistling sound emits from your position, and creatures within 120 feet of you that can hear become alert and will move towards that position on their turns. Alternatively, when you Finger Whistle, you can choose 1 creature you can see within 60 feet of you. Only that creature will hear your Finger Whistle and be drawn to the area where you used it. If you are hidden from a creature when you Finger Whistle, it does not automatically cause you to stop being hidden. If a beast with an Intelligence score of 8 or less hears the whistle, it instead becomes hostile to all other creatures it can see for 1 minute. Once you Finger Whistle 3 times, you cannot do so again until the end of your next short or long rest.
- Finger Whistle Upgrades
- 1) Mountain Echo: When you Finger Whistle, you can choose to delay the effect until the end of your turn. When you do so, the whistling sound emits from the position where you used Finger Whistle, not from your position at the end of your turn.
- 2) Malcontent: Each undead and fiend creatures that hears your Finger Whistle from within 60 feet of the whistle sound's position becomes stunned until the end of your next turn.
- Hand Cannon WIP
- Spirit Emblem Cost: 2 Spirit Emblems
This cannon fires a massive lead ball with incredible power, but is cumbersome to load and aim. One action to fire against a single target with normal range of 15 feet and a maximum range of 30 feet. Once fired, it starts heating up and begins to cool down, taking 2 rounds to fully cool down. On hit the target takes 3d10 bludgeoning damage and must succeed on a DC strength saving throw or be pushed back 15 feet and knocked prone. The cannon's thunderous report can be heard up to 100 feet away. While, it's cooling down you can't fire anything out of it, but you gain bonus damage to your unarmed strikes by +2d8 as force damage.
- Hand Cannon Upgrades
- 1) Powerful Recoil:
- 2) Double Barrel:
- 3) Bone Breaker:
- 4) Divin Railgun:
Class Supplements[edit]
Sculptor's Idols[edit]
While out of combat you may sit down in front of a Sculptor Idol and weave a sign to form a small blue flames around it. You can ignite a Sculptor once per week.
You may spend an 50gp to create a Sculptor's Idols even if you have already spent your weekly uses. You and an additional number of allied creatures equal to half your proficiency bonus, rounded up, may rest at this Sculptor Idol for 1 hour (or your full proficiency bonus if an gp was spent). The flames of the Sculptor Idol are nourishing and peaceful. Creatures who rest at this Sculptor Idol for the full hour gain the benefits of a long rest, even if they have already taken a long rest within the past 8 hours. In addition, creatures who rest at a Sculptor Idol for an hour gain the following benefits;
- Creatures may remove up to 2 ranks of Exhaustion (Or up to 3, if an gp was used to create the idol.)
- Creatures gain the benefits of the Greater Rejuvenation spell. (Or higher at 9th tier, if go was used for the idol.)
- Creatures gain a number of temporary hit points (Or thrice if gp was used for the idol.)
- Creatures gain an additional use of a feature that has a limited amount of uses per short or long rest by +1 (Or by +2 if gp was used for the idol.)
Creatures who rest at this idol lose all perception of time, and are protected by the flames. This rest cannot be interrupted by a hostile attack, though allies resting are not aware if one was attempted.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Sekiro class, you must meet these prerequisites:Dex 13, Int 13
Proficiencies. When you multiclass into the Sekiro class, you gain the following proficiencies: Stealth, Acrobatics
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