Bushi (5e Class)

From D&D Wiki

Jump to: navigation, search
Broom Icon.svg.png This page needs grammatical help. Reason: "You may decide your Combat Form as a free action any time before combat starts" there are no free actions
"By maintaining a calm dispositon and defensive guard, you gauge your opponent without exposing yourself. No modifiers." what is no modifiers?
"When Focus is activated, you gain the ability to accumulate Fury stacks up to the maximum value; five. You start combat with the maximum amount, five." do I accumulate fury when focus is activated or do I start with 5 stacks? How do I activate focus?
"+3 ATK, limited to one Attack action per Initiative" is this suppose to read like a short rest cooldown feature?
"can be used for no focus cost once every short rest." needs to be reworded so it reads "Once you use this feature you must complete a short or long rest"
more examples throughout.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: class mentions spellcasting, no rules for casting spells provided


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Scales.png This page is of questionable balance. Reason: Treating any weapon wielded in two hands as finesse when combined with the amount of benefits the features give makes this class too strong. They only need dexterity and maybe constitution if you care about hit points.


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Bushi[edit]

28087f2ef0c29f18e0510251a1942977.jpg
Benningboy95

Summary[edit]

The Bushi is a highly disciplined warrior, who uses wit and tactics to achieve victory over the enemy.

Creating a Bushi[edit]

Many are the soldiers wielding all manner of weapons on the battlefield, trained in formation, drilled in the use of their weapon, and disciplined to follow orders. Superficially, you are identical to these men. But there is something distinct that casts you out of their ranks, a key difference that has begun to work your destiny as if it were but wet clay. You have been instilled with the drive to push further than these others, to understand and to achieve what they may never even begin to perceive. You are disciplined, dedicated, and ready to put yourself to the test consistantly until you are sure you stand among the highest peers. You truly aspire to the way of the warrior, not simply adorning yourself with a title or singular achievement. Whatever the name is for this creed, whatever your culture names their warriors, you are the ideal of Bushido; a true Bushi, a true warrior.

Characters who aspire to these qualities are not regularly encountered, as the trials and tribulations that come paired with the journey are fitful and frightening indeed! Many of those aspiring will be from at least some manner of privileged birth. As they will be given the chance to succeed early, with the resources available to afford the instruction and experiences necessary without the threat of imminent doom at the very start of the journey. This certain intellectual capacity is a requirement, as their wit and cognition are perhaps their sharpest tools. A significant number will also come from hardship, given chance access to certain means by which they can be educated, or learned to self-educate quickly, before pursuing the necessary challenges despite all the dangers. As such, they should not fear adversity or challenge. They must be proud of their accomplishments, and treat their personal development seriously. They must be strong enough to fight, though how they will excel in this differs as widely as their possible choice of weapons. They should be able to wear at least some manner of armor, even if in the end they decide not to use it.

This is where the differing archetypes of a Bushi come in. There are those Bushi who determine that their lives will be measured by the extent of their martial science, that they will put to practice all the manner of military function, wearing the heaviest armor, prepared for the most pitched fighting, and truly displaying a level of skill with weapons that pales lesser warriors before them. Other Bushi will apply their lessons and use of force in ways that cross all studies, learning from all walks of life; achieving triumph above all enemies in strategic plays so thorough that the battle will be lost for them before it has even begun.

So, in summary a Bushi is a: -A disciplined warrior whom is well-trained and educated. -A character who favors intellect and strategy, assessing foes for their weaknesses and then exploiting them. -A person whose commitment to success and personal development should be easily observable. -A fighter who has the tools to serve as a front-line combatant, or a supporting administrator. A practical adventurer.

Quick Build

First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the soldier background.

Class Features

As a Bushi you gain the following class features.

Hit Points

Hit Dice: 1d8 per Bushi level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Bushi level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Intelligence.
Skills: Choose two from Animal Handling, Athletics, Deception, Persuasion, Nature, Performance, or Religion.

Equipment

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

  • (a) A longsword or (b) A shortsword
  • (a) A spear or (b) A longbow with 20 arrows
  • (a) Leather Armor or (b) Scale Mail
  • (a) An explorer's kit or (b) A dungeoneer's kit

Table: The Bushi

Level Proficiency
Bonus
Features
1st +2 Focus
2nd +2 Combat Forms
3rd +2 Focus Specialization
4th +2 Ability Score Improvement
5th +3 Mental Acuity
6th +3 Specialization Feature
7th +3 Extra Attack
8th +3 Ability Score Improvement
9th +4 Calm of a Raging Storm
10th +4 Self-Determination, Specialization Feature
11th +4 Hail of Furious Blows
12th +4 Ability Score Improvement
13th +5 In All Things
14th +5 Specialization Feature
15th +5 Martial Tradition
16th +5 Ability Score Improvement
17th +6 Doom Rising
18th +6 Specialization Feature
19th +6 Ability Score Improvement
20th +6 Will of Fire
5b3652e9e7ff4f8176b370d4541a85bf.jpg
Jadir Martins Monteiro Junior Careca

Focus[edit]

At Level 1, your induction and immersion into a vast martial tradition has instilled in you a sense of pride. You can feel your mind sharpen, and your body quicken.

Any bladed weapon wielded in two hands may be treated as if it had Finesse.

Also, at the start of combat, you gain Focus. When Focus is activated, you gain the ability to accumulate Fury stacks up to the maximum value; five. You start combat with the maximum amount, five. Focus stacks are consumed by some Bushi abilities, typically called Focus abilities. Casting a spell consumes one Focus stack, and a spell cannot be cast if a Focus stack cannot be consumed. Wielding a shield limits Focus stacks to a maximum of three.

At the start of your initiative, you may forfeit your Action, forfeit your Bonus Action, and lose advantage on Intelligence saving throws until your next initiative to restore your Focus stacks to five; this immediately cancels any active abilities caused by Focus or Fury, reduces your Fury stacks to zero, and you return to your standard combat form.

Combat Forms[edit]

At Level 2, the instruction you have received in the ways of the world, in ways of fighting, and the ways of the mind now permeates through your fighting - if not everything you do.

At the start of combat, you gain Combat Form. Your Combat Form is a state utilized to adopt a particular strategy or focus while in combat. There are six forms available to you, with the following capabilities at level 2.

You may decide your Combat Form as a free action any time before combat starts. If you have not decided, your Standard Form - Combat Form: Invitation - is always assumed as the default for entering combat. After combat starts, it costs one Focus stack to change your Combat Form as an action, or bonus action. Changing to your Standard Form requires no Focus stacks to be consumed. You may also change your Combat Form as a Reaction when being attacked or when an ally adjacent to you is attacked for three stacks of Focus.

You may cast spells only while within Combat Form: Invitation. If you are attacked while not in a Combat Form (unconscious, sneak attack outside of combat, etc), your opponent receives +3 to Attack rolls, and +3 to Critical Hit Threshold.

Combat Form: Invitation (Default Standard Form): By maintaining a calm dispositon and defensive guard, you gauge your opponent without exposing yourself. No modifiers. As a bonus action or standard action, may regain +1 Focus stack, up to maximum value.

Combat Form: Penetration By focusing on the slightest gaps in your opponents defenses, armor, or otherwise vulnerable targets, you go on the offensive. +3 ATK, limited to one Attack action per Initiative, forfeits Bonus Action attacks, bonuses are nullified while wielding ranged weapons.

Combat Form: Shock By directing continued, ceaseless assault on your enemy, you will deteriorate their ability to resist or fight back. -2 ATK, +2 DAM, enemy use of disengage does not prevent Opportunity Attacks, successful attacks reduce target movement speed to zero for the remainder of the initiative.

Combat Form: Brace By emulating the enduring mountains and ceaseless rivers, you will all the strength of your sinews to resist oncoming forces. -3 DAM, +2 AC, Advantage on Strength Saving Throws, lose Advantage on Dexterity Saving Throws unless you forfeit your bonus action, Movement Speed capped at 15 on foot.

Combat Form: Pursuit By achieving balance under any stress, you glide over land and between branches like a sublime breeze. +10 Movement Speed, -2 AC, -2 ATK, -2 DAM, no Movement Penalty for Harsh Terrain in Natural Environments you can see, cannot Ready an Action.

Combat Form: Execution By resigning your attention to your foe's vital weaknesses at the expense of your own, you soar with majesty along the brink of death. +2 Critical Hit Threshold, -5 AC, -5 ATK, -3 DAM on Non-Critical Hits, +50% Critical Damage, Attack Range capped at 10 feet, Critical Hits always succeed if the target can be affected by your weapon.

Discipline[edit]

There are countless reasons why one might pursue the life of a Bushi, though there are fewer reasons why one might follow it to its most virtuous ends. At 3rd level, you chose a discipline. Choose between hegemon, and master, both detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at 7th, 11th, 15th, and 18th levels.

Ability Score Increase[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. Your DM may allow the variant rule, exchanging the previous benefits in order to gain a feat.

Mental Acuity[edit]

At Level 5, you know your wit and mental fortitude must be akin to the blade of a sword; incredibly hard and utterly keen. To this, you present distinct capabilities that the less disciplined simply cannot immitate.

You gain access to the following Focus abilities, all of which may be used as a Bonus Action. If a focus ability requires a specific Combat Form, transitioning out of that Combat Form immediately nullifies all effects on the user and hostile targets, but not on allies for whom the Focus ability is still satisfied. For these allies, the effects are terminated on the initiative following the transition.

Leer No Combat Form required, can be used for no focus cost once every short rest. When you activate Target, select a nearby creature which hales from the same plane as you or one you are familiar with. The GM may confer a quick observation on actions which they are in the process of taking, plan to be taking, or have just taken.

Target No Combat Form required, cannot be used outside of combat, two Focus stacks consumed on use. When you activate Target, select a nearby hostile creature. If this creature attacks you, or an adjacent ally you designate, the creature must make a Dexterity saving throw of a DC equal to your unmodified Dexterity score. If they fail, you gain an immediate Bonus Action to use against them. This effect reconciles before reactions, though you may take your bonus action after a reaction. This effect lasts for one hour, you may only have one Target at a time, and the target can only be changed by reactivating the Target ability for its full cost.

Present Opening Combat Form: Invitation required, no Focus stacks required, does not generate Fury stacks. When you activate Present Opening, enemy creatures gain advantage on their attack rolls against you. If any opponent you can perceive (see, hear, smell, etc) makes an attack against you, you gain three Focus stacks at the start of your next initiative.

Body Mechanics Combat Form: Penetration required, two Focus stacks consumed on use. When you activate Body Mechanics during your initiative, if you use your Action to attack an enemy you gain an additional +2 to your attack roll, and you may elect to use any type of damage type available to non-magical weapons; if your weapon doesn't naturally support this type of damage, you suffer -3 to your damage roll.

Seize the Initiative Combat Form: Shock required, two Focus stacks consumed on use. When you activate Seize the Initiative, the attack modifier from Combat Form: Shock changes from -2 to +2 for all Opportunity Attacks, Reaction Attacks, and Ready an Action attacks until your next Initiative. Additionally, your damage modifier from Combat Form: Shock changes from +2 to +4 for the aforementioned attack types during that period.

Hold Formation Combat Form: Brace required, two Focus stacks consumed on use. When you activate Hold Formation, you may designate a friendly or neutral creature within touching distance to grant advantage on either Dexterity Saving Throws or Strength Saving Throws until your next initiative or until you move away from them. If you forfeit your Action during this period, you may either retain your own Advantage on Dexterity Saving Throws, or confer Advantage on both Strength and Dexterity Saving Throws to the ally receiving your reaction.

Momentum Combat Form: Pursuit required, two Focus stacks consumed on use. When you activate Momentum, if you use your action to Dash, gain Advantage against actions which may cause movement impairing effects, or that might knock you prone. Additionally, gain additional movement speed equivalent to your character level, capped at 15.

Kamikaze Combat Form: Execution required, two Focus stacks consumed on use. When you activate Kamikaze, select a nearby hostile creature. Gain advantage with attacks against that creature until your next initiative, and gain an extra attack against that creature. Until your next initiative, all enemies have advantage making attacks against you.

Extra Attack[edit]

Beginning at 7th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

Calm of a Raging Storm[edit]

At Level 9, your training has come far and your path stretches ahead and behind. You have learned that fear and wanton excitement pollute the mind. It must be channeled into glorious form, not unlike that of a tremendous storm. All the while, you must ensure to seat your mind in its calmest center, while force and destruction dance wildly all around you.

Any Focus ability that you can use without a specific Combat Form may be used as a Free action during your initiative, as opposed to a Bonus action.

Also, at the start of combat, you gain Fury. When Fury is activated, you gain the ability to accumulate Fury stacks up to the maximum value; ten. You start with no Fury stacks. Fury stacks are consumed by some Bushi actions, typically called Fury abilities. Fury stacks are halved any time you cast a spell, though you may cast a spell with no Fury stacks accumulated.

Fury stacks are accumulated when Focus abilities are used, and when certain requirements are met for a given stance. You can gain a maximum of two Fury stacks between the beginning of your initiative, and the start of your next initiative. The special critera are as follows:

For Combat Form: Penetration, the target of your successful Attack action must fail a Strength saving throw with a DC equivalent to your natural attack roll plus strength modifier. For Combat Form: Shock, you must succeed in making three or more consecutive attacks. For Combat Form: Brace, you must succeed three successful defenses from any combination of attack rolls or saving throws; allies receiving your reaction count towards this. For Combat Form: Pursuit, you must succeed an attack or defense, in addition to either using your Movement action at either its maximum distance or a Dash action. For Combat Form: Execute, you must inflict more damage than you receive from a target you have successfully attacked whom is able to attack you in return.

7ccadf04dba2dfa213240c88595f5125.jpg
Andrey Bronnikov.

Self-Determination[edit]

At Level 10, you have come far, and the lessons of masters as well as lessons of the world have made you stronger. More than this, they've made you more astute. You now no longer wait for the next lesson, or simply inhale the lectures of old men. You seek your own answers, but more importantly, you seek your own lessons.

You may choose one additional Combat Form in addition to Combat Form: Invitation to serve as a Standard Form in combat. You may freely switch to your standard forms at any time during your initiative; changing Combat Form as a reaction still requires three Focus stacks to be consumed. You may reassign your additional Standard Form during a Long Rest within accommodations providing a bed, bath, meal, and peaceable quiet; otherwise you the DM may accept an offer of gold or equivalent items to be consumed during a long rest under any circumstances to change your additional standard form; the suggested amount of gold (or gold value) for this is a quantity three times your character level plus a quantity two times your character level. (3x + 2x, 50 gold at level 10, 100 gold at level 20)

The change will only occur after a successful rest is performed in the proper accommodations, or the items have been consumed. If the rest is interrupted, it must be repeated.

Hail of Furious Blows[edit]

At Level 11, water can be soft and nourishing, or stronger than any fortress when the tide comes with godspeed. This fury runs in concert with greater forces and designs, ensuring its appropriate place in the physical world. Mirroring this nature, you have discovered how your own fury may expose itself, at the right time and right place, in accordance with nature's decree.

You gain access to the following Fury abilities, all of which may be used as an Action. If a Fury ability requires a specific Combat Form, transitioning out of that Combat Form immediately nullifies all effects on the user, hostile creatures, and allies.

Persistance of Stone No Combat Form Required, consumes all Fury stacks, usable once every short rest. When you activate Persistance of Stone, all current Fury stacks are consumed and turned into Temporary HP. If you are damaged such that your temporary hitpoints are completely consumed and damage overflows to your standard hitpoints, you may gain Focus stacks for the overflow damage up to a maximum of five.

Inner Calm No Combat Form Required, consumes Fury stacks in increments of two. When you activate Inner Calm, you may consume two Fury stacks in exchange for one Focus stack. You may do this in increments of two Fury stacks, up to the maximum of ten. Once a day, if you should do this consuming ten Fury stacks, you may roll your recovery dice as a free action.

Iron Grasp Combat Form: Penetration Required, consumes five fury stacks on use. When you activate Iron Grasp, make an Attack against an enemy as you would normally in Combat Form: Penetration. If you succeed, you may make a Grapple check against that opponent and reduce their attack rolls by -5 until your next initiative.

Cyclone of Steel Combat Form: Shock Required, consumes five Fury stacks on use. When you activate Cyclone of Steel, make an Attack against an enemy as you would normally in Combat Form: Shock. If you succeed, make an Attack roll again with a -1 modifier. Repeat this, continuing to reduce your attack modifier each time until you fail. For each additional success after the initial roll, add an additional damage dice to your weapon damage. (Ex: Rolled four successful attacks, three of which happen after the first. If your damage roll is 1d6+3, instead roll 4d6+3.)

King Beneath the Mountain Combat Form: Brace Required, consumes five Fury stacks on use. When you activate King Beneath the Mountain, all hostile targets who can hear you must make a DC16 Wisdom saving throw. Any target that fails this must move as close to you as possible in order to Attack you, or suffer from Fear until your next initiative.

Of Sun and Star and Moon Combat Form: Pursuit Required, consumes five Fury stacks on use. When you activate Of Sun and Star and Moon, use your Action to Dash as you would normally in Combat Form: Pursuit. You may select one person along your path whom you may attack with advantage; if you succeed, this target is knocked prone. Also, any time you succeed against attempts to slow or stop your Dash action, you may take an immediate reaction to attack the hostile creature which does not interfere with your Dash.

Twin Kings of Ruin Combat Form: Execution Required, consumes five Fury stacks on use. When you activate Twin Kings of Ruin, select a target to make an Attack against as you would normally in Combat Form: Execution. Against this target, your critical hit damage modifier from Combat Form: Execution changes from +50% to +100% until your next initiative. This opponent gains +50% critical hit damage against you until your next initiative as well.

In All Things[edit]

At Level 13, some now make it necessary to distinguish how far you have come. This is unnecessary, as the only matter worth distinguishing with regard to the past is how much further is there to go? Your lifestyle of strict training and challenge has affected every part of your persona, and how you handle yourself. While perhaps making you rigid, your foes will not find weakness so easily laid out for them to exploit.

You may add your proficiency bonus to initiative checks. Additionally, your attacker no longer gains bonuses if you are attacked while not in a Combat Form (unconscious, sneak attack outside of combat, etc).

Martial Tradition[edit]

At Level 15, as a warrior foremost, you have learned to drill yourself against adversity, and to accept no excuse. You wield a vast armament of weapons, and know to use them each efficiently. Through each you have approached a martial tradition, a battlefield machina, a paradigm of use. It is impossible to consciously inhale so much at once, but when the time comes, what you need will come to you.

At the start of a given day, or after any long rest, you may attune yourself to a specific weapon of your choice so long as you currently have in your possession. You gain an additional Attack with this weapon type whenever you use your Action to do so.

Doom Rising[edit]

At Level 17, from the humblest valleys, to atop the highest peaks, you have walked the path set before you unto now it spirals into the heavens. Beset by all manner of demons, devils, and the threat of hell below. One day you may slip, and it may be just before reaching the sublime that lies beyond the clouds. Should that day come you are confident, that for all of your struggles, that you will teach those evils what hell there is to pay; by arriving in the netherworld feet first, with a blood red sword, on a mountain fashioned with your assailants corpses.

Once per Long Rest, if you have 10 Fury stacks you may consume them all to activate Doom Rising. When you activate Doom Rising, all abilities that require Focus or Fury stacks require none. You may not gain Fury stacks while Doom Rising is active. Doom Rising expires in ten rounds, plus an additional round per Focus stack that you may consume upon activation. If you consume five Focus stacks in this way when activating Doom Rising, you may instead reduce the rest time require from a Long Rest to a Short Rest.

Will of Fire[edit]

At Level 20, your journeys carry you farther, and further into danger. Abounded by foes, and cold, and darkness on all sides. A flame grows weary untended, perhaps perpetually threatened with being extinguished alone, in a hearth no one will ever find. Still, you persist, driven by some cause of importance. Though perhaps your very practice, your creed, all of the experiences that define your being perhaps now are just as important as that initial reason. And so, should starlit heavens or blackest hells behold you in dire straights, they shall see that even a quivering flame may be sparked back into brilliance.

Once per day, you may automatically succeed one Death saving throw and roll your hit-dice as if you had taken a Long Rest. Doing so consumes all Fury stacks accumulated, and consumes all Focus stacks.

9974ae5e4dec05277ff904a0b536051d.jpg
Omar Spike

Master[edit]

The clang of weapons, the stomping of hooves, the cries of soldiers, and the whistles of arrows. This is as much home to you as anywhere else. Some Bushi pursue battlefield science, the combat arts, and the holistic act of killing men in warfare above all. These we may call Masters, as though it is uncertain what they are masters of, they are doubtless to present it. You are likely a student of martial arts under a renowned master; but no peddler of charlatans' tricks, your combat skills are geared for use against any man in any place. You wear armor, utilize battlefield weaponry, fighting pitched either on foot or on horseback. You are disciplined above almost all others, and relent only under your own discretion.

A Bushi Master is a supreme field-commander, a specialist in the art of warfare, who uses all manner of weapons and armor to secure victory.

By the Sword

At Level 3, trained in the fullest skills of fighting by at least one distinguished master, you have been conditioned heavily in order to face warfare. Now you have seen live combat, either with them or on your own. You feel those lessons rushing through you as you take steps to rise as a warior of the utmost renown, the excitement of progress a fire in your chest.

From level 3 onwards, the Bushi gains proficiency with Heavy Armor, and extra Hit Points equal to their constitution modifier every level.

Intrepid Gait

At Level 7, there are few places you will not tread, and few dread miles than you will not cross to achieve victory. The enemies before you, and the ones to come after on your path, are just hurdles on the course that leads to your destiny.

You may take disengage as a free action at any time during your initiative when you are not dashing. Additionally, any time you would be knocked prone from your horse for failing a Dexterity Saving Throw, you may instead land on your feet with your movement speed reduced to zero until your next initiative.

A Lifetime of War

At Level 11, some say that peace is merely an illusion, and whether or not you agree with the sentiment, you can understand where the reasoning comes from. Conflict rises like maggots, as if from nothing, and spurring men ever onwards with its sickness. Polluted by it, but in some ways also loving it. Your own trade is warfare, and performing the many necessary duties it demands excellently. You wonder what an age of peace means for a person such as yourself, constantly training, participating in the long standing traditions of military engagement, doing as those you've read about have done before you...

You gain proficiency with both the History skill and the Insight skill whenever it has to do with military matters. If you are already proficient with either skill, you may select a class skill respectively.

Additionally the Rest requirements to assign your second Standard Form as described by your Self-Determination feature are reduced to simply requiring a Long Rest. If the rest is interrupted, the changes still apply.

Mastery of Arms

At Level 15, constant use of your weapon, training in numerous forms, displaying your abilities at odds with the greatest rivals you can manage has made you formidable. So much so that few can serve as your peer. You wield some of the foremost ability, along with all the knowledge amassed by the giants whose shoulders you stand upon now.

Whenever you attune yourself to a weapon form as a result of your Martial Tradition feature, you may instead choose two utilizing the same requirements; you must have the weapon in your possession at the time of attunement.

Additionally, you gain an additional +1d4 damage whenever you deal damage with a weapon type you are attuned with.

Sublime Disturbance

At Level 18, of the most primal forces, there is stillness, and there is change. You embody the purity of that change, striking out against all others, and setting the balance of nature astray into new, beautiful patterns. Your arts are a part of this, as much as they are a part of you, and so you too are a force of change. And so it is that until the day you fade from this world, you will strive for those passionate moments that define humanity in its fullest sense.

The rests required between your uses of Doom Rising are reduced by one step; requiring at most a Short Rest, or no rest at all.

Hegemon[edit]

You are the peaceful, serene calm at the center of a raging, twisting inferno. Some Bushi may pursue tactics and logic itself, the study of power and politics, and the effective measure of administrating all things - from words to steel - to a point of peerless excellence. These we may refer to as Hegemons, for their display of authority and noble arts are unquestionable. You are an eternal scholar, but there is no classroom which can confine you; your subjeccts involve all the world, and more lessons than any lecturer can convey. You distinguish yourself as cultured, refined, and capable. You likely wear weapons with fine regalia, in the company of your entourage. You wield the golden sphere which symbolizes your dominion over all.

A Bushi Hegemon is an intellectual, a skilled fighter, and a distinctly cultured person whom can command the skills of the aristocracy, the military, and the scholar seamlessly.

2d6c0f6650b8584525aa6c4b77697233.jpg
Donfoo Freelance Concept Artist
Laws of Power

At Level 3, a scholar of countless subjects, who uses these lessons against all manner of foes. Your wit is by far your sharpest weapon, and your foresight your greatest armor. Being able to adequately communicate these, address your surroundings, and minimize distractions efficiently are key elements in your progress moving forward.

A Bushi Hegemon's AC is 10 + Dexterity modifier + Intelligence modifier when not wearing armor or a shield. Also, your Perception and Passive Perception modifiers come from Intelligence instead of Wisdom.

Unwavering Gaze

At Level 7, of all the enemies there are to have, those that remain unseen are often the most dangerous by far. Unfortunately for them, there are few things that escape your gaze, and perhaps you are just as willing to leave them unaware of your machinations, as they were of you.

You become proficient in two of the following: the Perception skill, Investigation skill, or a class skill of your choosing. You may choose a class skill twice.

Uncanny Wit

At Level 11, there are those who pride themselves at being the best they know of in a given task. This is well and good, but you pride yourself in have expertise in a wide array of fields, all of which can be utilized to manipulate a situation to your direct advantage.

You can take an additional bonus action on each of your Initiatives during combat. This action can be used only to make a non-attack check utilizing one of the skills which you are proficient with, such as Investigation to quickly examine the area or target during combat.

Additionally, learn to speak, read, and write an additional language of your choice that is used by mortals on your plane of existence.

Master of Subtleties

At Level 15, so many amateurish plotters make glaring mistakes. Some of even the best rely on certain lynchpins that require distinct action which can be noticed a mile away. You have the ability to distinguish yourself by never having your ploys seen until after history hears of the exploits. As for those plots of your rivals? Well, you will not lose sleep over twisting out of their clutches.

You gain the Thieves Cant feature. Additionally, any time you prepare an action or utilize rest (Long or Short), you affect any creature who attempts to sneak up on you or interrupt your action (such as with an attack) with disadvantage. If your Rest is interrupted, you retain half the benefits you would've gained if the Rest had been completed.

Sublime Quiescence

At Level 18, of the most primal forces, there is change, and there is stillness. You embody the purity of that stillness, preserving that which is beautiful and righteous, while succumbing things of poor thought and conscience to their inevitable ruin. Your arts are a part of this, as much as they are a part of you, and so you too are a force of quiescence. And so it is that until the day you fade from this world, you will strive for those distinct instances of virtue and achievement that showcase the light of humanity.

During combat, you may forfeit your Action and standard Bonus Action (not the one conferred by Uncanny Wit) in order to confer disadvantage against any opponent attacked by an ally whom can perceive you (see, hear, etc), and your language. If your ally doesn't comprehend your language, you must roll an Intellect saving throw of DC16 when he declares an attack action.

If Doom Rising is active, you may select one of the two types of action to forfeit in place of both, and the penalty for allies who don't comprehend your language is reduced to DC12.

Multiclassing[edit]

To become a Bushi, your DM will wish you to train regularly with weapons, and regularly condition yourself for fighting. A Bushi is typically a person of refinement and discipline, having committed to success in warfare and conflict in general. They can range from Lawful to Chaotic, and Good to Evil; though they much more regularly fare on the Lawful side of the spectrum than the chaotic, if at least in their own minds, with regard to their own moral code and pursuit of success.

Prerequisites. To qualify for multiclassing into the Bushi class, you must meet these prerequisites: Strength 13 and Intelligence 13

Proficiencies. When you multiclass into the Bushi class, you gain the following proficiencies: Animal Handling and Performance. One additionally gets proficiency with Light Armor, as well as Simple and Martial weapons.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors