Hawk's Ronin (5e Class)

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The Ronin[edit]

You grew up by the sword and dedicated your whole life to honor and war. The way of the sword is your way of life, and when other aspects of your journey clashed with each other, you chose to remain true to your body and your sword alone. Since then, you walked a lonely path, but one of deep peace and understanding. The discipline overcome honor.

A Lonely Path[edit]

Why did you character become a Ronin? why abandon the honor and glory of the samurai? Your Ronin fight for something, is he, a mercenary? or just a traveler in the roads, walking it's own path? You CHOOSE this? Or you had no choice?

Creating a Ronin[edit]

Quick Build

You can make a Ronin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Outlander background.

Class Features

As a Hawk's Ronin you gain the following class features.

Hit Points

Hit Dice: 1d10 per Hawk's Ronin level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hawk's Ronin level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Woodcarver's tools
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival;

Equipment

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

Table: The Hawk's Ronin

Level Proficiency
Bonus
Features Focus
1st +2 Sight of the Hawk, Extreme Focus, Second Wave 1d6
2nd +2 Limit Break, Fighting Style 1d6
3rd +2 Ronin's Path, Unbreakable Will 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack (1) 1d6
6th +3 Ronin's Path 1d6
7th +3 Slayer After All 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Ronin's Path 1d6
10th +4 Fighting Style 1d6
11th +4 Realization, Extra Attack (2) 1d6
12th +4 Ability Score Improvement 1d6
13th +5 Ronin's Path 1d6
14th +5 Fighting Style 1d6
15th +5 Tireless Warrior 1d6
16th +5 Ability Score Improvement 1d6
17th +6 Ronin's Path 1d6
18th +6 Way of the Sword, Limit Break (2) 1d6
19th +6 Ability Score Improvement 1d6
20th +6 Life and Death, Extra Attack (3) 1d6

Sight of the Hawk[edit]

Training your mind and your senses are also part of what it's like to follow the Way of the Sword. Starting on 1st level, your senses have been perfected so that you know exactly when and where to strike, even when you lack your eyesight. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Extreme Focus[edit]

Your arduous and painful training is compensated with knowledge. You know how to kill, you know where it hurts. When you're in combat, nothing else matters. Just you, and the enemy in front of you. Starting at 1st level, you can use a bonus action to disconnect from things that doesn't matter and focus your mind on a single target you can see at 30 feet. If the target of your focus is defeated, your mind will automatically focus on the next hostile creature within 30 feet (no action required), instinctively designated by your mortal mind.

During your turn, when you hit the target of your focus with a melee/ranged weapon you are proficient, you cause an additional 1d6 damage of your weapon's type.

Additionally, as long as a creature is the target of your Focus, it has disadvantage on Dexterity (Stealth) checks made to hide from you, and you have advantage on Wisdom checks to sense, locate and track the target. Your focus remains active as long as you can see or sense the target creature, for up to 1 minute. If the target of your focus succeeds on a Hide action, your focus ends.

You can Focus on a creature a number of times equal to your Wisdom modifier + your proficiency bonus. If you reach the limit of your Focus uses, you gain 1 level of Exhaustion immediatley.

Second Wave[edit]

The effort is sometimes rewarded with pain, but always accompanied by glory to those who can bear it. Like all people, you also have a limit, but hardened by long training and perhaps even battles to the death, you've learned to take a deep breath and focus on the present. There will be no tomorrow if you die here.

Starting at the 1st level, on your turn, you can use a Bonus Action to roll your focus dice. You regain hit points equal to the number rolled on that dice roll, plus your Constuition Modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

Limit Break[edit]

Your mind is steel, your body is steel. Forged in countless days of training, pain and suffering. A Ronin will never forget the past that brought him to this moment, and in despair, you see the way. You are able to see the line that sustains life and death, and must push yourself beyond your normal limits.

Starting at 2nd level, on your turn, you can take one additional Attack Action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 18th level, you can use it twice before a rest, but only once at the same turn.

Also, you can put your Focus extra damage in this extra action, but as a result, you gain a level of Exhaustion immediately. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style[edit]

Beginning at 2nd level, you may adopt one fighting style of your choice. You gain an additional fighting style when you reach 10th and 14th levels.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Fancy Footwork

If you are not wearing medium or heavy armor or wielding a shield, you gain a +2 bonus to AC.

Iaijutsu

You make the first attack of each combat with your sword still sheathed. This attack is made with advantage, and on a hit, you double the damage dice of that attack.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll

Unbreakable Will[edit]

At 3rd level, your will becomes stronger, and whenever you are in combat and are in numerical disadvantage, your instincts get stronger to protect you. If you have two or more hostile creatures within 5 feet and no friendly creatures within 5 feet, you gain special reactions that you can use whenever a creature within 5 feet makes a melee attack against you.

Parry

You reduce the damage that would be caused to you in 1d6 + Dexterity.

Counterattack

You make a single rapid attack against the creature attacking you. You put your damage modifiers normally in this attack.

Ronin's Path[edit]

Starting at 3rd level, you must choose a path that defines your style of life and how the world inspire your skills. Your options are listed under the Ronin's Path section, at the end of the class description. Your choice give you features at 3rd level, and again at 6th, 9th, 13th and 17th levels.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Slayer After All[edit]

At 7th level, you become particularly lethal in combat, but that doesn't mean you're a monster. Are you aware of your own strength?
When you roll initiative to start combat, you automatically focus on one target without having to use your bonus action

Also, you can use the Dodge action with a Bonus Action, on your turns.

Realization[edit]

Your body and mind are in complete sync, and you are the best at what you do. Samurai are fast and lethal in combat, their katanas dance across the battlefield, cutting through the flesh of their enemies like butter. You, the Ronin, have continued to walk the Way of the Sword, consciously or not, and with the understanding of certain things comes the acceptance of others. Your mind is also the sharpest sword, and even magic finds itself thwarted trying to penetrate it.

At 11th level, you become resistant to the charmed and frightened condition.

Tireless Warrior[edit]

At 15th level, you body becomes so strong that tiredness is transformed into motivation.

If you start combat and have up to 3 levels of exhaustion accumulated, you can choose to temporarily ignore them for the duration of the combat. If you do, at the end of combat, add another level of exhaustion.

Also, at any time, you can use your Action to permanently remove 1 level of exhaustion. You can use this feature once per long rest.

Way of the Sword[edit]

At 18th level, you have already acquired a skill so great that others could only dream of. At this point in your life, you may have created your own Style, or perfected the style of another master swordsman in your own way. You are the man to be feared. Duelists and swordsmen will challenge you for your fame, but fear not, for long ago you understood that the strength within you is unparalleled. You gain the following benefits:

  • When you miss an attack, you can use a bonus action to reroll that attack, using the new result.
  • You score critical hits against the target of your focus on a roll of 19-20.
  • When you roll initiative, you can choose any amount of hostile creatures you can see within 60 feet as target of your Extreme Focus, at once, without requiring a bonus action. If you choose more than five creatures, you suffer 1 level of exhaustion after 1 minute.

Life and Death[edit]

At 20th Level, you become a Legend, if you are not already one.

What did you do during your Journey?
What have you learned during your Life?
What will you leave for the world after your departure?
Were you a good person?
How much blood has already stained your sword?
How many screams echo through your mind?

You can only have chosen this path on your own. Even if you regret it, it was your actions that brought you here. What now?

Continue, improve. Show the world unparalleled Strength and Spirit. It is your face that will be engraved on statues, whether praised or hated. Whichever path you choose, be the best at what you do.

  • You cannot be surprised. Even if you're sleeping.
  • Even when a creature is hidden from you, you see it, even if you don't see it with your eyes. The range of your Blindsight increases 15ft.


  • You have advantage in Wisdom (Insight) checks to know when a creature is lying or has bad intentions.
  • The aura of your spirit is too powerful. The weak cannot bear to be faced with such oppression. A creature trying to resist a Intimidation check made by you, make a Charisma Saving Throw with Disavantage.




Way of the Moon[edit]

You were once a samurai, trained like one, and that was a long time ago. With the ronin life, you learned to see the world with different eyes, you had to relearn how to live, and walk your own path.
The Moon guided his way through the dark night with its silvery light, shielding him from dark terrors. The Moon became an eternal companion on his lonely journey.

The Way of the Moon is a darker path and without prominence, you learned to bear loneliness so well that you got used to it, your life comes down to little contact with people. Whatever your goal, you travel in silence and solitude.

Hunter of the Night

When you became a Ronin, a lot of things changed whether you like it or not. Adapting is part of the journey, and the Way of the Sword is not just about the blade. At some point, the Bow also became his companion, either out of love or out of necessity. You learned the hard way that life on the road and in the woods can be cruel, and over time your experience increased. You learned to follow the laws of nature and the world, you understood that one moment you are the hunter and the next you are the hunted.

At 3rd Level, you gain the following benefits:

  • You gain proficiency in the Stealth skill if you don't already have it. If you do have it, your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • You can take the Hide action as a Bonus Action.
  • If you try to Hide at night, you are especially stealthy. Even in plain sight you can use Hide action, and if you are in a lightly or heavily obscured area, you have Advantage in Dexterity (Stealth) checks.
Moon Senses

At 6th level, your eyes and instincts have grown accustomed to the dangers of nature and darkness.

  • You gain proficiency in Wisdom (Perception) check, and whenever you roll a 9 or lower on the d20 in these checks, you can treat that roll as an 10.
  • You can see through magic, if you are bathed in moonlight, or you can see the moon.
  • When you are sleeping and a creature approaches within 30ft, you wake up aware of its presence.
Shadow Stalker

At 9th Level, your skills have become stronger and sharper. Your ambushes are even more Lethal.

  • If you can successfully hide, while bathed in moonlight, you became invisible.
  • If you are the predator and start a combat in Stealth, the first attack you make against a target that is under your Focus, your extra Focus damage is the maximum.
Hunter's Reflexes

At 13th level, you get:

  • A bonus to initiative equal to your Wisdom modifier.
  • If you attack a creature that don't acted yet, you can take one additional attack as part of the Attack Action on your first turn of combat.
  • You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Moon Focus

At 17th level, your Focus dices became d8's.


Way of the Sun[edit]

You chose to be strong. You want the world to see this. You will be invincible under the sun.

In your wanderings, you've met people, challenged swordsmen, and taken the first step towards glory. You aim to be as bright as the sun, and you will have it as your guide on your long journey.

Battleborn

Starting at 3rd level, you receive:

  • Proficiency in Heavy Armor and Shields.
  • You can use your Dex instead of Str to attack with weapons that do not have the Finesse Property. But you can't do that with Heavy weapons.
  • Your spirit is refreshed at the start of each combat. When you roll initiative, add Temporary Pv equal to 1d4 per Hawk's Ronin level.
Still Standing

The sword is his Way, building a road amid the torn bodies and rivers of blood. You are a tireless warrior, without equal, and even in moments that would bring despair and hopelessness to others, you are Unshakable.

Starting at 6th level, you become a lion in combat.
The more damage you take, the more dangerous you become.

  • If you are at 75% of your Total Pv: You do your Proficiency Bonus as bonus damage, in every attack.
  • If you are at 50% of your Total Pv: Attacks with non-magical weapons that hit you do less damage, equal to you Con modifier.
  • If you are at 25% of your Total Pv: Each start of your turn, you regain Pv equal to 1d4 + Con.
  • If you are at 00% of your Total Pv: If you fall to 0 hit points, you still standing with 1 hp. If you fall again, then you fall. Also, you roll Intimidation with Advantage at this stage.


  • If you reach 50% of your Total Pv, at the end of the combat you gain a level of Exhaustion.
  • If you fall to 0 hit points definitelly, you gain a level of Exhaustion immediately.
Battle Demon

You are fearsome in battle, an enemy's worst nightmare is your sword. His powerful blows hardly miss the mark, and his reputation destabilizes the battlefield.
Starting at 9th level, if are other allies within 120ft of you, all of they receive the Temp Pv of the Battleborn Skill.
Also, at the start of a combat, you can try to Intimidate all enemies with Advantage that can see you up to 60ft.

Bright as the Sun

At 13th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on one single weapon attack roll until the end of the current turn. If this attack hits, the target take additional damage equal to your Charisma modifier.

Stand Unshaken

At 17th level, you are one of the most respectful warriors of all time, however, there are still those who challenge him, whether it be bravery or stupidity.

Even if you drop to 0 hit points, it doesn't matter. you stay on your feet regardless of injuries to your body.
Your speed is halved, but the damage you take is also halved.
Your attack range for melee weapons is increased by 5ft.
You can't be knocked prone unless the attacking creature is two sizes bigger than you.

You keep making Death Tests as normal, if you fail three, you die, but you're still standing. If you succeed, at the end of the battle you will still be alive, if your life has not exceeded the negative limit.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hawk's Ronin class, you must meet these prerequisites: 13 Str or Dex, and 13 Wis.

Proficiencies. When you multiclass into the Hawk's Ronin class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons, Martial weapons

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