Shien (5e Subclass)
Shien[edit]
Fighter Subclass
Shien are a specific type of fighter, modelled after the Samurai of old. They seek out challenging fights and uphold a great sense of honor in and out of combat. Often found grouped with a party of trusted warriors, their history of fighting together gives them leave to advance and retreat as one. A Fighter who takes on the Shien subclass becomes adept at wielding most weaponry in both hands simultaneously.
- Unfortunate Focus
Due to the the Shien's focus on martial prowess they cannot raise any stat aside from Strength and Constitution above 17. If your campaign uses Feats, you can't take more than two feats.
- Bushido
A Shien is a warrior and a scholar. The art of Bushido improves them on and off the battlefield. When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
- Níten Ichi
Starting at 3rd level, you master the style Níten Ichi, the art of fighting with two swords. You can engage in two-weapon fighting wielding a longsword in one hand, and a light melee weapon on the other. You can use both your Dexterity or Strength for attacks and damage rolls with the longsword while engaged in two-weapon fighting.
In addition, while engaged in two-weapon fighting and take the Action Surge, you can make two attacks with the light weapon using your bonus action, rather than one.
- Deflect Projectiles
Starting at 3rd level, if you are wielding a melee weapon, you can use your reaction to deflect the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your proficiency bonus + your Fighter level.
- Sharpened Voice
At 7th level, you gain proficiency in Intimidation. If you already have this proficiency, you add double your proficiency bonus to checks with the Intimidation skill.
In addition, you can frighten enemies. When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
- Honorable Retreat
Starting at 10th level, when you take the Disengage action, you can choose one creature within 60 feet of you that is allied with you. That creature can take the Disengage action and move up to its movement speed with its reaction, provided that it can see or hear you.
If you use Action Surge, you can choose a creature to benefit from this feature without taking the Disengage action yourself.
- Calming Presence
By 10th level, in fights you are a beacon of hope for your friends. When you use your Second Wind feature, you can use choose to not regain the hit points, and instead, distribute hit points to creatures of your choice within 30 feet of you, which can include you. The total number of hit points equals 1d10 + your Fighter level, divided among the chosen creatures however you like.
- Step Up
At 15th level, no one can escape a Shien's wrath. When you make an opportunity attack against a creature, you can move up to half your speed on that creature's turn, as part of the same reaction. This movement doesn't provoke opportunity attacks, and must leave closer from the creature than when you started.
- Last Stand
At 18th level, you can make a last desperate stand in face of a seemingly lost battle. When you are reduced to below half your maximum hit points, you can activate last stand as a reaction. For 1 minute, you have resistance to all damage types, except against critical hits.
In addition, while you are in your last stand, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your last stand ends, and you die then only if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
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