Way of the Ronin (5e Subclass)
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Way of the Ronin[edit]
Monk Subclass
Ronin by Jarek Nocon |
According to the Bushido Shoshinshu (the "Code of the Warrior"), a samurai was supposed to commit seppuku (also harakiri, "belly cutting", a form of ritual suicide) upon the loss of his master.[8][9] One who chose not to honor the code was "on his own" and is meant to suffer great shame. Whether by becoming a genuine termed Ronin or simply following the path, they still use much of the teachings a normal Samurai would have.
No longer relying on heavy armor with the typical Samurai, they rely on their own willpower to press on long after most men would falter. Some of the greatest Ronin even defy death itself, drawing from deep within their reserves to keep on fighting.
- Resolve
Starting at 3rd level, your intensity in battle can shield you and help you press on. As a bonus action on your turn, you can give yourself 10 temporary hit points, as well as resistances to slashing, piercing, and bludgeoning damage until the start of your next turn.
You start with three uses of Resolve, and you gain an additional use at 6th level (four uses), 11th level (five uses) and 17th level (six uses). When you spend all uses of this feature, you can't use this feature again until you finish a long rest, unless you spend 3 ki points to do so again.
- Elegant Courtier
Starting at 6th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
- Tireless spirit
Starting at 11th level, when you roll initiative and have no uses of Resolve, you regain two uses. In addition, whenever you use your Resolve, you can make an attack or use one of your Ki features as part of the same bonus action.
- Strength Before Death
At 17th level, if you were to fall unconscious, you may use two of your resolve to stand up and fight once more. You gain 25 temporary hit points. While you have these temporary hit points, you are not knocked unconscious, and don't make death saving throws until these temporary hit points drop to 0, at which point you will become unconscious again.
All enemies within 60 feet that are able to see you when you use this feature must make a Wisdom saving throw against your ki save DC, or be frightened of you until the end of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
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