Temple Arts (5e Other)
- 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 throw them to the ground knocking them prone and dealing your unarmed damage + your dexterity modifier or wisdom 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.
- Fleeting Footwork
- Type: Passive Art
- Spirit Emblem Cost: None
Your speed increases by 10 feet while you are not encumbered or wearing heavy armor. This bonus increases when you reach certain class levels. Also, your jump distance is doubled (which you can use your wisdom modifier to scale your jumping distance), climbing speed is equal to your movement speed, and Athletics check made to run, jump, slide, climb, swing or otherwise move athletically you can make any Strength (Athletics) check as a Dexterity (Acrobatics) check and vice versa. The bonus to your movement speed increases by another +10 at levels 6th and 14th level.
- 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.
- Devotion
(Prerequisite: 6th level)
- Type: Passive Art
- Spirit Emblem Cost: None
Whenever you use an item or under an effect from a spell from yourself or an ally creature, you increase the effect of the duration equal to your wisdom modifier based around of the description of the effect. (Example: If a spell or item last for 1 minute or rounds, you increase it by 1 round. If the effect last for hours or days, it will last for either 1 additional hour or 1 additional day).
- 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: 14th 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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