Path of the Yojimbo (5e Subclass)

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Path of the Yojimbo[edit]

Yojimbo's are warriors trained to protect other creatures. Most of them are trained since young age to serve as guardians of members of a certain clan or noble house, being loyal and devoted to this protection. Is not rare, however, that a particularly talented swordsman or any person who perform a important favor to a powerful noble, either by saving his life or the life of someone of value, to be accepted to this honorable position.

Not all Yojimbo are members of the nobility. In times when traditional hierarchies are on decay, it's common that ronin wardens wander the land, protecting anyone who offers enough gold for their skills, acting as bodyguards for whoever pays the better price.

Finally, there are those who protect not by tradition or gold, but for personal reasons. These wardens are often linked to a person, someone they deeply love or care, like a son, a brother or a lover, or even just a person or group of people that are not able to defend themselves.

Daisho

Starting at 3rd level, you have the ability to use your daisho in combat. Your daisho is compound by a longsword and a shortsword. While using these weapons, you gain the following benefits:

  • Whenever you make an attack with your longsword as part of your Attack action, you can use your bonus action to make one additional attack with your shortsword.
  • When using the longsword in two hands, you roll 1d12, instead of 1d10, for the damage rolls.
Warden's Defense

Starting at 3rd level, when you are raging, all weapon attacks made against any friendly creature within 5 feet of you are made at disadvantage.

In addition, if you haven't use your bonus action to make an attack with your shortsword, you can use your reaction to reduce the damage of the next successful attack against you or a friendly creature within 5 feet until the start of your next turn in 1d6 + your Strength modifier. You add your rage damage to the damage reduction.

Protector's Charge

Starting at 6th level, you become fully aware of dangers that can affect your protegee. When you roll initiative, you can move 30 feet towards one friendly creature you can see, ignoring difficult terrain and not triggering opportunity attacks.

Unshakable Defender

Starting at 10th level, when you are raging, you become immune to being charmed or frightened.

In addition, whenever you within 5 feet of a creature protected by your Warden's Defense feature while raging, both you and one defended creature gain advantage on Constitution and Wisdom saving throws.

Retaliatory Strike

Starting at 14th level, you gain one additional reaction in each of your turns, that you can use to make one attack against a creature within reach that targets a creature under your Warden's Defense feature with an attack or harmful spell.

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