Tenken (5e Subclass)
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Tenken[edit]
Monastic Tradition
“ | Defeat me? Ha! You are sorely mistaken, poor fool. You shall never even touch me! | ” |
—Mourndar Orlylyl, drow tenken |
Tenken comes from the Japanese word for “heavenly sword” or “gift from the heavens”. The speed at which those who deserve the title of tenken move shows the skeptics why. A tenken is an extraordinarily agile swordsman capable of incredible feats of movement and combat. High level tenken claim that they are often never touched in a fight.
It is customary for a tenken to only wield one weapon at a time. Barred from multiple or double weapons, they find ways to compensate by increasing the effectiveness of their one weapon.
Tenken often possess scrawny and unimpressive physiques for front-line fighters, but they move with fluidity that catches any eye fast enough to track them. Their sheer speed and agility make them fearsome opponents on the battlefield, and anyone suicidal enough to charge into a melee with no armor and only a single sword surely leaves an impression on even the most hardened of soldiers.
The devotion of a tenken to any religion is completely variable. Some are faithful; others spurn religion completely. Those that do worship a higher power favor chaotic entities that represent battle and, for more evil tenken, wanton destruction. Even those tenken usually worship sporadically and nonchalantly, acknowledging their deity more through oaths and curses than actual prayer.
Most tenken have little taste for law; while they may be tolerant of lawful entities, even the most open-minded of tenken have little interest in conformation to strict rules. But while they may not understand the reasons for a paladin's code of conduct, a tenken will appreciate the paladin's abilities and contributions to a group. They treat all others in a similar manner, respecting them so long as they add something valuable to a group effort.
Tenken are elite swordmasters that pride themselves on the excellence of their craft. With this combat experience comes a fondness for slashing weapons, an interest that can range form appreciation to downright obsession. A typical tenken carries at least three weapons on his person, usually for situational use. The smallest (usually a dagger) will be concealed. Even a tenken can recognize the need for subterfuge. But the other two blades will be as large and imposing as possible in order to deter (or perhaps attract) challengers. When questioned on the subject, a tenken will usually respond with a grin and a knowing wink, suggesting that their show of arms is most likely for the latter purpose.
Nomadic at heart, tenken seem possessed by irrepressible wanderlust. Their hedonistic, carefree personalities also tend to get them into trouble; many of them accrue high debts through heavy gambling and other rash behaviors. To them, none of it really matters. They're just passing the time between the next fight.
One of the most powerful tenken is a wanderer by the name of Himura, who seeks to help common folk through the use of his sword and combat evil wherever it may rear its ugly head. No organization of tenken exists. Should two tenken meet, however, they will usually both insist on a personal duel; the lethality of this sparring match is dependent on their alignment.
Despite not having a great deal of talent outside of the battlefield, tenken are often able to amuse audiences with displays of speed and precision with their weapons. They are usually loathe to do this, however, and rarely if ever give repeat performances.
- Swordsmanship
At 3rd level, you gain proficiency with longswords. They are considered monk weapons for you. Whenever you make a an attack with a sword against a creature, that creature have Disadvantage on opportunity attacks made against you until the start of your next turn.
In addition, at 11th level, you can replace your unarmed strikes by attacks with a longsword when you use your Martial Arts feature or your Flurry of Blows.
- Surefooted
At 3rd level, you can move with unparalleled grace. Whenever you make a Strength (Athletics) check to jump, a Dexterity (Acrobatics) check or any check or saving throw to avoid losing balance or being knocked prone, if you roll a 9 or lower on the die you can choose a 10 instead.
- Duelist
At 3rd level, when you are within 5 feet of a hostile creature you can see and there are no other creatures within 5 feet of you, you can use your bonus action to impose disadvantage on all attacks made by that creature against you until the start of your next turn, or until the conditions for this feature no longer apply.
If you use Flurry of Blows, you can forgo one of the attacks you can make to use this feature instead.
- Blitzlauf
Starting at 6th level, your sheer speed makes you difficult to track in combat. Whenever you take the Step of the Wind feature or use the Dash action, your body becomes blurred and wavering to all that can see you, and you also gain the benefits of patient defense without spending extra ki.
In addition, when a creature makes an attack against you with disadvantage and misses, you can move up to 5 feet without provoking opportunity attacks.
- Battōjutsu
As part of the same action used to take the Dash action or use the Step of the Wind feature, you gain the benefits of haste until the start of your next turn. You don't suffer the negative effects of haste when you do so.
In addition, when you benefit from your Battojutsu, you score critical hits on a roll of 19-20 on the d20.
- Shinsoke
At 17th level, when you take the Step of the Wind, you gain the benefits of freedom of movement until the start of your next turn.
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