Temple Arts (5e Other)
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- Mibu Breathing Technique
- Type: Passive Art
- 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)
- Type: Combat Art
- 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)
- Type: Passive Art
- 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)
- Type: Passive Art
- 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)
- Type: Passive Art
- 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.
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