Ashura (5e Class)

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Ashura

While practicing the Niko Style, he continued his training; defeating a powerful man in a corner of "the Inside" under Niko's directions. Afterwards, Niko informed him that he was ready to learn the style's secret technique, which Niko noted would be a dangerous task. Agreeing, the two traveled to Gakigahara Forest where Niko explained that Ohma had to land a single hit on Niko while wearing weights on his wrists and ankles. With Niko noting that he wouldn't be holding back, the first session ended with Ohma getting beaten up badly. After the fight, Niko gave him a break, with Ohma trying to recover until sunrise, but Niko returned far sooner than Ohma expected and continued to beat him. Throughout the ordeal, despite Ohma gradually weakening and having to live off the environment, after nine days he eventually realized why he was wearing the weights to fight Niko, who was way stronger than him. On the tenth day, he finally managed to land a hit on his master. After that, the true battle began with Niko taking off both his coat and his weights. With Ohma in a dire physical condition, he was able to achieve absolute focus, helping him counter Niko's techniques and avoid dangerous environmental occurrences. This resulted in Ohma finally realizing and unlocking the secret technique of the Niko Style, "Demonsbane". After the event, Ohma claimed he never hated his master for beating him so badly.

It was not long after he had learned the secret technique that the life-shaping event occurred in Ohma's past. With Ohma having only just recovered, he was interrupted by a mysterious man who called himself "the real Niko". With "the real Niko" revealing his knowledge of the Niko Style, he then quickly overwhelmed Ohma in a brief series of blows before bestowing the Possessing Spirit technique upon Ohma and telling him that a "god" now dwelt in him. Frustrated and bewildered, Ohma returned to normal before falling unconscious as the "real Niko" leaves, calling him the "Tiger's Vessel". Waking up later and searching for "the real Niko" in a rage, Ohma suddenly encountered Kiryu Setsuna. With Kiryu's words making no sense to Ohma, the latter tried to escape but was accosted by Kiryu who surprised Ohma with his usage of the Niko Style. With Kiryu forcibly unleashing Possessing Spirit within Ohma, Ohma went berserk and began to rampage. Nearly killing Kiryu, Niko suddenly arrived and managed subdue Ohma's rampage. While Ohma was passing out, he saw "the real Niko" had returned. When Ohma regained consciousness, he found his master lying on the ground, with the latter saving his last breath for Ohma. From that day forth, Ohma devoted his life to finding Genzan and killing him.

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Set parameter to Hit Dice per level, e.g. 1d10

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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