Variant, Sekiro (5e Class)

From D&D Wiki

Jump to: navigation, search

Sekiro[edit]

Shinobi[edit]

The classic appearance of a full-fledged Sekiro.

A human shinobi creeps through the tall grass, nothing but a shadow cast upon a backdrop of darkness. His blade already unsheathed, he makes his way around the enemy camp where the orc soldiers are stationed. When one of them wanders into the foliage to relieve himself, the shinobi pulls him to the ground and slits his throat in one swift motion, the only sound being a gurgling of blood in the orc's open wound. With their ranks thinned by one, the two remaining orcs are left at a disadvantage when the shinobi descends upon them. He appears behind one and sheathes his katana in the warrior's heart. The other has little time to react and a short duel ensues. Their blades clash and the shinobi reacts swiftly, slicing through the orc's throat and leaving him to bleed out. When the next patrol arrives, the shinobi is long gone, the only trace of his existence being a trio of dispatched soldiers.

The halfling, having underestimated her foes, finds herself outmatched. The tabaxi guards before her sneer in their premature celebration, unaware of her hidden fang. She raises her wooden arm as they approach and the mechanism inside whirs to life. Firecrackers burst from her arm and exploded in a wide cone before her. The guards shield their eyes and recoil, giving the intruder valuable reaction time. A thin, strong rope springs from the shinobi's prosthetic arm and attaches to the top of the nearby gate. The Halfling is pulled over the heads of her enemies. When they uncover their eyes and regain their composure, she is gone. Sekiro Shinobi are skilled warriors who use both stealth and superior combat prowess to their advantage. They are loathe to be struck by enemies, as they cannot absorb much damage, but their unrivaled skills on the battlefield compensate nicely.

Creating a Sekiro[edit]

As you make your Sekiro Shinobi, consider how they lost their arms. Who were they when they were a simple shinobi? What was their mission and how did they lose their arm? Do they fall while defending their master in combat? Did they unknowingly lead bandits to the hamlet they were sworn to protect, later losing a limb in their efforts to prevent its destruction? This event is what drives them to push forward in their search for redemption and/or revenge.

What attitude do you take toward your rebirth? Do you solemnly return to your duties and attempt to make amends, or are you swallowed up in anger and driven to seek revenge on those responsible for your downfall? Do you regard your prosthetic arm as a tool that will prove useful in your quest or is it simply a grim totem that acts as a monument to your failures? Perhaps both are true in their own way.

Quick Build

You can make a Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Hermit background. Third, choose A katana, 6 shurikens and Explorer's Pack

Class Features

As a Sekiro you gain the following class features.

Hit Points

Hit Dice: 1d8 per Sekiro level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Sekiro level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple and Martial Weapons
Tools: Herbalism Kit, Poisoners kit, Disguise kit, and Forgery kit
Saving Throws: Wisdom and Dexterity
Skills: Choose three from Acrobatics, Athletics, History, Religion, Stealth, Slight of Hand, and Survival

Equipment

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

  • (a) Katana or (b) Wakizashi
  • (a) An Explorer's Pack or (b) Dungeoneering Pack
  • (a) 7 Shurikens or (b) 4 Daggers
  • If you are using starting wealth, you have 4d4 x 10gp in funds in funds.

Table: The Sekiro

Level Proficiency
Bonus
Features Sneak Attack Max Spirit Emblems
1st +2 Superior Posture, Shinobi Prosthetic, Sneak Attack 1d6 0
2nd +2 Unarmored Defense, Spirit Emblems 1d6 2
3rd +2 Schooling Archetypes, Combat Arts 2d6 3
4th +2 Ability Score Improvement 2d6 4
5th +3 Extra attack, Break Posture 3d6 5
6th +3 Ability Score Improvement, Suppress Presence 3d6 6
7th +3 Schooling Archetypes feature, Shadow Die Twice 4d6 7
8th +3 Ability Score Improvement 4d6 8
9th +4 Light Prayer 5d6 9
10th +4 Schooling Archetypes feature 5d6 10
11th +4 Death Blow, Extra Attack x2 6d6 11
12th +4 Ability Score Improvement 6d6 12
13th +5 Shinobi Combat 7d6 13
14th +5 Ability Score Improvement, Shadow Die Twice(2) 7d6 14
15th +5 Schooling Archetypes feature 8d6 15
16th +5 Ability Score Improvement 8d6 16
17th +6 Sharpen Sight 9d6 17
18th +6 Schooling Archetypes feature 9d6 18
19th +6 Ability Score Improvement 10d6 19
20th +6 Legendary Shinobi 10d6 20

Superior Posture[edit]

Starting at 1st level, you have learned to patiently wait for an opponent to slip up and capitalize on it with unforgiving accuracy. You gain proficiency in the Athletic or Acrobatic skill if you are not already.

As an action on your turn, or Reaction, to being targeted by an attack, while you are wielding a melee weapon with which you are proficient, you may enter a parry stance until the beginning of your next turn. While in this stance when a creature makes an attack targeting you, you can attempt to block the attack. If you enter this stance using your bonus Action, you gain a 2d4 bonus to your AC against the triggering attack. If you enter this stance as a reaction, this bonus is instead 1d4.

Regardless of the result of their attack, you immediately make a Athletic or Acrobatic check vs their attack roll result

If your roll is greater than the attacker's attack roll,the enemy's attack misses

This ability works on ranged attacks.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Sekiro table. Your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Shinobi Prosthetic[edit]

Starting at 2nd level, you can install tools that modify your shinobi prosthetic. These tools can be used by expending Spirit Emblems. You may install any of the following tools. Tools require 10 minutes to install and or be swapped out. You have one tool slot, and acquire another one at 9th level and 17th level. Some of your prosthetic tools (and later features in this class) require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Your Shinobi save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

Divine Abduction
  • 3 Spirit Emblems

You create a magical glowing wind as a bonus action and launch it at a creature you can see within 10 feet. This creature must succeed a Strength saving throw against your Shinobi save DC or be turned away from you by the wind. The next attack made on this creature has advantage. Additionally, as an action you cloak yourself in divine winds, giving yourself advantage on your next stealth check.

Finger Whistle
  • 3 Spirit Emblems

You perform a loud whistle as a bonus action. This draws nearby creatures within 60 feet to your location. Beast and Monstrous creatures within 60 feet must succeed on a Wisdom saving throw against your Shinobi save DC or become enraged and attack the closest creature lasting up to your proficiency bonus of rounds.

Flame Vent
  • 3 Spirit Emblems

In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every creature 15-foot cone make a Dexterity saving throw. On a fail they take 2d6 fire damage. On a success they take half damage.

At Higher Levels

At 5th level, the initial damage and weapon attack bonus damage increases by 1d6 each. This increases by another 1d6 at 9th, 13th, and 17th levels.

Grappling Hook

Your arm is fitted with a long-distance grappling kunai and rope, designed to stab into surfaces at a distance and draw you in close. As a bonus action, you may select a space you can see within 60 feet of you, you fire your grappling hook at this space forcefully pulling you and up to one willing creature within 5 feet of you to this new location. Attacks of opportunity are made at disadvantage against you.

Loaded Axe
  • 2 Spirit Emblems

You swing a hefty axe that is attached to your shinobi prosthetic as an action. Target a creature you can see within 5 feet. That creature must make a Constitution saving throw against your Shinobi save DC. On a failure, they take 1d8 slashing damage, any shields they wield are broken, and loses AC equal to your proficiency bonus until end of their next turn. On a success, they only take half damage.

At Higher Levels

At 5th level, the initial damage and weapon attack bonus damage increase by 1d8 each. This increases by another 1d8 at 9th, 13th, and 17th level.

Loaded Shuriken
  • 1 Spirit Emblems

you launch a shuriken from your shinobi prosthetic as an action. This shuriken deals 1d4+Dexterity piercing damage and has a range of 20/60.

At Higher Levels

The damage gains an additional d4 at 5th (2d4), 9th(3d4), 13th(4d4), and 17th level(5d4).

Loaded Spear
  • 1 Spirit Emblems

You thrust a collapsible spear at an enemy you can see within 15 feet as an action. That creature must make a Strength saving throw against your Shinobi save DC. On a failure, they take 1d6 piercing damage and, if they're medium or smaller they're pulled 10 feet closer to you and become prone. On a success, they only take half damage.

At Higher Levels

At 5th level, the initial damage and weapon attack bonus damage increases by 1d6 each. This increases by another 1d6 at 9th, 13th, and 17th level.

Loaded Umbrella
  • 1 Spirit Emblems

You kneel and shield yourself with an iron-ribbed umbrella, protecting your entire body as a bonus action. Until the beginning of your next turn, your AC is increased by a number equal to your proficiency bonus. While shielded, you cannot take attack actions or attacks of opportunity and your movement speed becomes half.

Mist Raven
  • 2 Spirit Emblems

Your arm is fitted with a special feather that gives you the ability to teleport in a cloud of mist. As a bonus action or Reaction, you can teleport up to 30 feet. If you would end your movement within 5 feet of a creature, your next attack targeting them is at advantage. Additionally, if you're not targeted for an attack that whole round you may refund your Spirit Emblems.

Sabimaru
  • 1 Spirit Emblems

Your arm is equipped with a secret blade coated with poison that you use to quickly poison your foes. As an action, make a melee taijutsu attack with this blade. On a hit, you deal 1d4 slashing damage and 1d4 poison damage. The target must make a Constitution saving throw. On a failed save, they gain the poisoned condition for 1 minute.

At Higher Levels

At 5th level, you can make one more attack with this prosthetic. You gain an additional attack with this prosthetic at 9th, 13th, and 17th level. It costs an additional Spirit Emblem for every odd attack you make with this prosthetic.

Shinobi Firecracker
  • 2 Spirit Emblems

You unleash a barrage of firecrackers in a 10-foot cone as a bonus action. Creatures within this cone must succeed on a Constitution saving throw against your Shinobi save DC or be stunned until the end of their next turn. Beast and Monstrous roll with a disadvantage and last for up to your proficiency bonus of rounds.

Unarmored Defense[edit]

Starting at 2nd level, your reflexes and keen senses allow you to block and dodge attacks as if the behavior were second nature. When you are not wearing armor, your Armor Class equals 10 + Dexterity modifier + Wisdom modifier.

Spirit Emblems[edit]

Starting at 2nd level, the souls of the departed are drawn to you. They enable you to activate tools that you have installed in your shinobi prosthetic and are represented by Spirit Emblems. You have 2 Spirit Emblems, and you gain more as you reach higher levels, as shown in the Spirit Emblems column of the Sekiro table. You can never have more Spirit Emblems than shown on the table for your level. You can regain a lost Spirit Emblem by killing an enemy. You regain all spent Spirit Emblems when you finish a long rest.

Schooling Archetype[edit]

Starting at 3rd level, you choose an Archetype that will define your techniques as a shinobi. Choose Ashina, Prosthetic, Shinobi,Temple or a fighter subclass out ,detailed at the end of the class description. The art you choose grants you features at 3rd level and again at 7th, 10th,15th, and 18th level.

Combat Arts[edit]

Starting at 3rd level, you learn a specialized attack you can execute with your weapon(s), based on the type of Art you've learned. you may replace your attacks with your Combat Arts.

  • All of the Combat Arts are at the bottom of the class.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you gain an additional attack.

Break Posture[edit]

Starting at 5th level, your relentless strikes have the potential to throw your enemies off balance. When you hit a single creature with three consecutive attacks without a single miss, you may spend 4 Spirit Emblems in an attempt to break their defenses. Your target must make a Constitution saving throw against your Shinobi save DC. On failure, they take additional damage equal to your Sekiro level and are stunned until the end of their next turn. On a success, they take half as much damage and aren’t stunned.

Suppress Presence[edit]

Starting at 6th level, your steps become more deliberate and you move like a shadow. You gain proficiency in stealth if you do not already have it. If you are already proficient in stealth, you may add double your proficiency bonus to stealth checks Instead.

Additionally, you can take the Hide action as a bonus action

Shadows Die Twice[edit]

Starting at 7th level, your blood has been touched by both life and death, leaving it lingering in between (you inherited the "Divine Dragon's Blood" that is coursing through your veins).

When you roll death saving throws, you roll with advantage. Any effects that would cause you to make these saves with disadvantage simply nullify your advantage. Once you've pass all your death saves, you are stabilized at 0 Hit Points, you may choose to immediately regain a number of Hit Points equal to half of your maximum. After you heal in this way, you can not do so again until you complete a long rest. You may use this feature 1 more additional time per long rest at levels 14th.

Additionally, makes you immune to disease and resistant to poison. You also no longer die of old age and no longer age of normal means, making you somewhat immortal.

Light Prayer[edit]

You take a moment to clear your mind and strengthen your resolve. Starting at the 9th level, you regain spirit emblems equal to your proficiency bonus. Additionally, you can gain a number of temporary spirit emblems equal to your Wisdom modifier by sacrificing a number of hitpoints equal to your Hit Point Maximum. You can only use this feature twice before needing a long rest, at which the temporary spirit emblems disappear.

Death Blow[edit]

Starting at 11th level, you know just how to land a killing strike. When a creature is stunned or paralyzed, you may attempt to deliver a death blow as a bonus action. If the creature has less than 30 Hit Points, you reduce it to 0. If it has more than 30 Hit Points, it takes 3d10 points of damage, the type of which depends on the weapon you use.

Shinobi Combat[edit]

Starting at 13th level, you’ve mastered wielding your weapon from your travels. When attacking with weapons that you’re proficient with, you make attacks that turn immunities into resistances and resistances into normal damage.

Additionally, you can turn slashing damage weapons into piercing that you're proficient with.

Sharpen Sight[edit]

Starting at 17th level you can see up to 1 mile away without difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, you can see within 15 feet in the Conditions of heavily obscured and have advantage on Wisdom (Perception) Checks.

Legendary Warrior[edit]

Starting at 20th level, you are known as a God in the arts of war and combat. You've learned many things throughout your years and mastered your Schooling Archetype and was able to learn an additional Schooling Archetype. You learn all the features in your 2nd Tree Art.

Tree Arts[edit]

Ashina Arts[edit]

The art of Ashina is that of hardcore battle tactics. A shinobi that studies this art prefers to stay close to their enemies, doing deadly combat with their blades and striking at every opening the enemy leaves. They recognize their prosthetic arm as a valuable tool, but they know that their true strength lies in their blade.

Descending Carp

Deflecting a blade is the same as a carp descending from a waterfall.Whenever you succeed in the Superior Posture feature, you reduce the enemy's AC by 1d4.

At 10th level, the carp begins to ascend the waterfall. You can now add 2d4 to the total reduced from the target AC.

Mikiri Counter

At 7th level, if you are wielding a melee weapon in your main hand, you can use your reaction to deflect an attack if you are hit by a melee attack. When you do so, you may reduce the damage by your Weapon dice + your Dexterity modifier + your Sekiro level.

If you reduce the damage to 0, you can to make a single melee weapon attack against the attacking creature as part of this reaction. At 11th level, you can turn the attack into a Death Blow.

Shinigami

At 10th level, your weapon prowess allows you to when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Breath of Nature: Light

At 15th level, you've mastered the art of striking for the right moment, exhaling regrets, and reaffirming your core. The number of extra attacks increases to four at 15th level. Additionally, when executing a Death Blow, you gain a +1 to your AC up to your proficiency bonus. This bonus lasts until the end of combat.

Execution

At 18th level, you've reached the peak of your swordsmanship, improving the Break Posture feature. Not only does the number of attacks required reduce to 2, but The Spirit Emblem cost also decreases by 2, making it easier to consistently execute. Additionally, the Death Blow feature deals 5d10 damage and if a creature has 50 hit points, they are reduced to 0.

Prosthetic Arts[edit]

Prosthetic arts have long been utilized by shinobi that lost their limbs and replaced them with a new fang of sorts. A shinobi that studies this art savors the versatility that prosthetic tools provide. They invest time into the improvement of these tools and use them to dominate enemies on the battlefield.

Sculptor’s Karma

Starting at 3rd level, your connection and understanding to your prosthetic strengthen you, further gaining knowledge of the inner workings of crafting. The number of spirit emblems of all your currently equipped prosthetic tools now has a reduced cost of -1 (Minimum 1). Additionally, you gain proficiency in Smithing's Tools.

Modifications

At 3rd level, you've learned how to upgrade your Prosthetic Tools, improving their capabilities. You gain access to different versions of the tools you already have. The list of available upgrades is down below. You gain one modification of each tool at this level. You gain additional modifications at levels 5, 9, 13, and 17. You must take the upgrades in the order that they are listed. Upgrades with a ** at the end of it are modifications that do not benefit from previous upgrades. They count as separate tool in this case.

Battle Prosthetic

At 7th level, you can seamlessly flow between using your weapon and prosthetic tools. When you use the Extra Attack feature found earlier in this class, you may replace one of your attacks with the use of an equipped prosthetic tool that does damage. You must still spend spirit emblems to use this tool.

Fang and Blade

At 10th level, you learn to use your prosthetic tools and your weapon in conjunction. When you hit a creature with a prosthetic tool that causes damage, you may add your proficiency bonus to the damage.

Sculptor’s Hand

At 15th level, you may unequip one prosthetic tool and equip another as a bonus action and non-damaging prosthetics can be used either as a bonus or reaction when having them equipped.

Sculptor's Masterpiece

At 18th level, your Spirit Emblem maximum is increased by an amount equal to your Wis modifier + proficiency bonus. Additionally, you gain 10 Spirit Emblems when you sacrifice half your HP Maximum using your Light Prayer feature and gain 2 Spirit Emblems from killing an enemy.

Shinobi Arts[edit]

A Shinobi capable of silent and efficient kills whilst being able to go undetected. These Arts teaches the ways art of a traditional assassins.

Silent Kills

At 3rd level, once per turn, you can deal an extra 1d6 damage (Damage Type: the weapon used with "Silent Kills") to one creature you hit with an attack. If only work is either the creature is surprised, you have advantage on the attack, and or attacking in the air.

This damage increases to 2d6 at level 7, 3d6 at level 12, and 4d6 at level 17.

Evasion

At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Precision Attack

At 10th level, your melee attacks critically strike on a natural 19 as well as 20. Whenever you crit on a sneak attack, you add an additional 3d6 to the damage.

The chance to critically strike increases to 18-20 and you the additional damage dice increase to 6d6.

Assassination

At 15th level, you gain access to one of the ninjutsu options down below. You can only use these techniques on an enemy who was killed by your sneak attack damage. As a reaction:

Bloodsmoke Ninjutsu: You can spend 6 Spirit Emblems to use their blood as a smokescreen. Additionally, the smoke bomb fills a sphere within a 20-foot radius with a thick fog cloud. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Puppeteer Ninjutsu: You can spend 5 Spirit Emblems to make them into your puppet for a number of turns equal to your Wisdom Modifier. It is charmed and operates on its own initiative. It treats you and any creatures you designate as friendly creatures. It gains a number of temporary Hit Points equal to half it's Hit Point Maximum while its original Hit Points are still 0 or below. If its hit points go above 0, then the creature is revived but still charmed by you until the end of the duration of this technique.
Bestowal Ninjutsu: You can spend 7 Spirit Emblems to use your opponent's blood to increase your weapon's reach. You gain an additional 10 ft to your weapon's reach. Additionally, your weapon attacks deal an additional 2d6 points of necrotic damage. This lasts for a number of turns equal to your Wisdom modifier.

Additionally, you gain another technique at level 20.

The Shadow

At 18th level, you've proven not just being a killer but learning how to adapt to new challenges. You add half your proficiency bonus to saving throws and checks you aren't proficient in. Additionally, you may use Evasion for Strength and Constitution saving throws.

Temple Arts[edit]

Those that study under the Temple Arts master not just with their blades and prosthetics. But also training their bodies and their physical capabilities through martial arts. Those that master these arts finds themselves deadly with or without their weapons. Through their training, they find a way to become Enlightened and Immortal.

Martial Arts

At 3rd level, you are trained in hand-to-hand combat.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
  • Your unarmed attacks deal 1d4 damage, this damage increases to 2d4 at 5th, 3d4 11th, and 4d4 at 17th levels.
Devotion

At 7th level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and brings you closer to immortality. You can add your Wisdom to death saving throws instead of your Constitution. Also, you can add half your proficiency bonus to death saving throws and if adding these modifiers results in a 20 or higher, you treat the roll as if it were a natural 20.

You gain the following benefits while you are unarmed or wielding only proficient weapons that aren't heavy, and you aren't wearing armor or wielding a shield:

  • Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 2 Spirit Emblems to make two unarmed strikes as a bonus action.

  • Patient Defense

You can spend 2 Spirit Emblem to take the Dodge action as a bonus action on your turn.

  • Step of the Wind

You can spend 2 Spirit Emblem to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • Stand Ground

You can spend 2 Spirit Emblem to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however, you cannot move from that spot until the end of your next turn.

  • Deflect Missiles

As a reaction when you are hit by a ranged weapon attack roll, you can spend 2 Spirit Emblems to deflect the missile. When you do so, the damage you take from the attack is reduced by Unarmed Strike damage + your Wisdom modifier + your Sekiro level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

You can take the Attack action on your turn to throw the missile, which is considered to have a range of 20/60 feet unless otherwise stated.

Exorcism

At 10th level, the amount of Spirit Emblems you receive from Light Prayer is doubled. You also gain proficiency in Constitution saving throws and have advantage on rolls against being charmed, frightened, or possessed.

Divine Child's rice

At 15th level, you can from a bowl with your hands and ask vocally the divine child's rice. If you are not disturb for 1 hour, rice will slowly fill your hand. It can be eaten by one creature currently capable of ingesting food it heal for 4d4+Wisdom Modifier and can cleanse all conditions. Becoming immune to those conditions until a long rest. The rice will spoil and be unusable after 8 hours.

Additionally, you have 1 charge of this feature. All changes will reset after a long rest.

Perfect Self

At 18th level, you've shown mastery in mind, body, and spirit through training, empoweringyour immortality. You may take an additional reaction once per turn. The number of times you can use this feature is equal to your Wisdom Modifier (minimum-1). You can use your Shadows Die Twice feature 3 times and can activate it if you are hit with an effect that can instantly kill you, you die outright, or faill all death saving throws. Additionally, you can now add your proficiency bonus to death saving throws.

Combat Arts[edit]

At 3rd level, you learn a specialized attack you can execute with your weapon(s), based on the type of Art you've learned. you may replace your attacks with your Combat Arts.


  • Ichimonji
    (Prerequisites: Ashina Arts)

Once per turn, You make 1 overhead strike on a creature with your weapon. If the attack lands, roll 1d4 and add the result to your AC while subtracting the result from the target's AC. This reduction lasts until the start of your turn.

  • heavenly collector
    (Prerequisites: Ashina Arts)

Doing a 1-hour meditation, you can call the treasure compass for you. It indicates the path to magic items [Whether of any rank or cursed] and it always indicates the nearest item, even if it is hidden or in any other situation.

If the item is in someone's possession, you will know, and as soon as you are close to the item magic or magic items, a small red fog will appear.

  • Nightjar Slash
    (Prerequisites: Prosthetic Arts)

Once per turn, you perform a spinning somersault. Allowing you to avoid any attacks of opportunities within range. You leap within a 20-foot line allowing you to attack a single creature in that line. As long as there is a open space.

  • Whirlwind Slash
    (Prerequisites: Shinobi Art)

Once per turn, you perform a spinning attack. Make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

  • Praying Strike
    (Prerequisites: Temple Arts)

Once per turn, you unleash a flurry of quick attacks and prevent counterattacks. You make 2 consecutive unarmed strike attacks and can move up 5 feet for each strike on a single creature. Additionally, for each strike, the creature can't use its Reaction to perform any counterattacks toward you.

  • Ichimonji Double
    (Prerequisites: Ashina Arts and 7th level)

Once per turn, you make 2 consecutive overhead strikes on a single creature with your weapon. You make 2 separate attacks. For each hit, roll 1d4 and add it to your AC and subtract the result from the target's AC. This reduction lasts until the start of your turn.

  • Nightjar Slash Reversal
    (Prerequisites: Prosthetic Arts and 7th level)

Once per turn, After activating Nightjar Strike. For a bonus action, you can strike a creature within 5 feet of you. If the attack successfully lands, you may use the creature as a springboard and jump away from the creature in the opposite direction. Additionally, you may jump a 15-foot line away from the creature and avoid an attack of opportunity as long as there is space to land.

  • Shadowrush
    (Prerequisites: Shinobi Arts and 7th level)

For 3 Spirit Emblems, Unleash a long range, powerful thrust, then use the impaled opponent as a platform to vault into the skies. You travel in a 20-foot line. If there is a creature within the line, you stop moving and may attack that creature. If it hits, may jump 10 ft. in the air. You can only use this art once per round.

  • Praying Strike Exorcism
    (Prerequisites: Temple Arts and 7th Level)

Once per turn, you unleash a flurry of quick attacks and prevent counterattacks. You make 3 consecutive unarmed strike attacks and can move up 5 feet for each strike on a single creature. Additionally, for each strike, the creature can't use its Reaction to perform any counterattacks toward you.

  • Ashina Cross
    (Prerequisites: Ashina Arts and 13th Level)

For 2 Spirit Emblems, you strike a creature and high speeds. You can use a bonus action to enter a sheathed stance. You cannot take attacks using the attack action when you take this stance. When a creature makes an attack against you, you can use your reaction to make an attack roll against them. If your attack roll is greater than or equal to the attacker's roll, their attack is wasted and they take damage equal to half of your sneak attack damage and weapon damage.

  • Living Force
    (Prerequisites: Prosthetic Arts and 13th Level)

You may imbue your weapon with the power of your prosthetic tools. Once per turn, you may use a bonus action to add 2d6 additional damage lasting for rounds equal to your proficiency bonus. The type of damage depends on what prosthetic tools you have equipped. Applicable tools and their damage types are as follows:

  • Flame Vent (Fire)
  • Loaded Axe (Slashing)
  • Loaded Spear (Piercing)
  • Sabimaru (Poison)
  • Shadowfall
    (Prerequisites: Shinobi Arts and 13th Level)

For 3 Spirit Emblems, After leaping into the air with Shadowrush, you may perform a spinning sword attack as you descend. Spend a bonus action to use the creature as a springboard and do a spinning slash attack with your weapon. The attack is made with advantage.

  • Senpou Leaping Kick
    (Prerequisites: Temple Arts and 13th Level)

Once per turn, you can use your action to make 4 unarmed strikes. If there is a flying creature that is 20 ft. high, you can attack it and force it to make a Constitution saving throw. On a failure, it's knocked prone.

Mushin Arts[edit]

You've reached a point in the mastery of the Arts that you're able to combine techniques to make even more powerful techniques.

  • High Monk
    (Prerequisites: 15th level, Dexterity and Wisdom 20 or higher)

As an action, you can make 7 unarmed strikes. You can replace some of those strikes with a weapon attack of your choosing. This attack can also affect flying enemies that are 20 ft. above you. If they are hit, then they must make a Con save or be knocked prone.

  • One Mind
    (Prerequisites: 15th level, 20 Dexterity or higher)

For 4 Spirit Emblems, as an action, you create multiple slashes to eviscerate your enemies without so much as moving your sword slightly out of the sheath. All enemies within a 10 ft. cone must make a Dexterity saving throw disadvantage against your Shinobi DC. A creature that fails the saving throw takes 7d8 force damage and is stunned until the end of your next turn. On a successful save a creature takes half of the damage and is not stunned.

  • Dragon Flash
    (Prerequisites: 15th level, 18 Strength and 18 Dexterity or higher)

For 5 Spirit Emblems, you execute a lighting-fast attack that results in a powerful shockwave. Creature and all others within a 30-foot line must make a Dexterity saving throw against your Shinobi save DC. On a failure, the targets take 10d12 force damage and are pushed 20 ft. back. On a success, they take half damage and don't move. This move can be used once per long rest

  • Floating Passage
    (Prerequisites: 18 Dexterity and 18 Wisdom or higher)

Once per turn, you can make 3 attacks. You move 5 ft. forward for each attack along with the target. This attack hits all creatures who are 5 ft. in front of you.

  • Spiral Cloud Passage
    (Prerequisites: Floating Passage and 15th level)

For 1 Spirit Emblem per strike to a maximum of 3 strikes. For each hit, whether you hit or miss, you can deal additional force damage equal to your proficiency bonus + Str or Dex modifier. You move 5 ft. forward for each attack along with the target. This additional damage hits all creatures that within 10ft. of you.

Prosthetic Upgrades[edit]

Shuriken Upgrades
  • 1) Spinning Shurikens: You enhance the power of the shuriken by adding rotational force to it. You increase the size of the damage die of this shuriken by 1.
  • 2) Gouging Top: You can pierce through an enemy's defenses. If this attack hits, your opponent must make a Con save or have their AC reduced by an amount equal to your Wisdom modifier. This AC reduction lasts until the end of your opponent's 2nd turn.
  • 3) Lazulite Shuriken: This shuriken doesn't slow down even after hitting. If you miss with this attack, you deal half damage. If there are creatures behind the target, within the range of your shuriken, you can target them as well with a separate attack roll.
  • 4) Phantom Kunai: For 2 Spirit Emblems, you can make an attack roll. Afterward, butterflies equal to your Wisdom modifier will sprout from the kunai, flying towards the target and hitting it simultaneously. The attack deals 1d4 for each butterfly.
  • 5) Sen Throw: For 2 Spirit Emblems, you can make an attack roll that deals damage based on how much gold you have. 1-250gp, you deal 1d4 damage bludgeoning damage and spend 1gp. 251-500gp you deal 3d6 bludgeoning damage and spend 5gp. 501+gp, you deal 5d8 bludgeoning damage and spend 10gp. **


Axe Upgrades
  • 1) Spring-Load Axe: You can now break oversized shields that are Large in size. You can now target creatures within a 5ft. radius centered on you.
  • 2) Sparking Axe: If a target fails the Con save, they are ignited, taking 1d6 fire damage at the start of their turns. The target can use an action to put the fire out. If oil was thrown on the target, then they take 2d6 fire damage at the start of their turns. It lasts for 1 minute.
  • 3) Lazulite Axe: You can target creatures within a 5ft. radius centered on yourself. Whether you hit or miss, weak illusions that are within 60ft. of you, or 4th level or lower illusion spells, are dispelled. For stronger illusions and illusion spells, make a Wisdom check. On a success, the illusion is dispelled. **


Firecracker Upgrades
  • 1) Spring-Load Firecracker: You can now target creatures in a 10ft. radius centered on you.
  • 2) Long-Spark: Your Save DC is increased by an amount equal to half your Dex mod rounded up.
  • 3) Purple Fume Spark: If a creature fails the saving throw, they take damage 2d4 damage and their AC is reduced by the damage that they take. This AC reduction lasts for a number of rounds equal to your Wis. mod. **


Spear Upgrades
  • 1) Thrust Type: If the creature fails the saving throw, you and it are pushed 15ft. forward. Any creature that the target runs into must make a Dex. save or take half the damage and are pushed along with the creature.
  • 2) Cleave Type: You can now target creatures that are within a 15ft. cone. **
  • 3) Spiral Spear: You deal an extra 2d6 piercing damage with the spear.
  • 4) Leaping Flame: You can target creatures within a 15ft. cone. On a failed save, they are ignited and take 1d6 points of fire damage at the start of their turns. If they have oil poured on them, the damage turns into 2d6 fire damage. They can use an action to put out the flame. It lasts for 1 minute. **


Flame Vent Upgrades
  • 1) Spring-Load Flame Vent: If the target fails the saving throw, they are knocked prone and ignited. They take 1d6 fire damage, and 2d6, if they have oil, poured on them. The target can put out the fire with an action. The ignited condition lasts for 1 minute. When you use this modification, you are pushed back 10ft. **
  • 2) Okinaga's Flame Vent: You can target one creature for a ranged attack. If it hits, you deal the flame vents damage. As an action, you can continuously roll 2d6 fire damage on the target hit by the attack. You must hold concentration on this attack and must spend 1 Spirit Emblem each turn to keep this attack going. If you don't use an action to maintain the attack, the attack ends. **
  • 3) Lazulite Sacred Flame: You can target one creature for a ranged attack. If it hits, you deal the flame vents damage. As an action, you can continuously roll 2d6 fire damage on the target hit by the attack. You must hold concentration on this attack and must spend 1 Spirit Emblem each turn to keep this attack going. If you don't use an action to maintain the attack, the attack ends. The damage of the initial attack and the damage dealt later on is doubled if the creature is undead. **


Umbrella Upgrades
  • 1) Loaded Umbrella - Magnet: If a creature makes an attack against you while the umbrella is out, you can use your Superior Posture feature. Additionally, you are immune to bludgeoning, piercing, and slashing damage. Additionally, when using Living Force, you can turn the attack into a ranged attack with a range of 20/60, dealing the same amount of damage
  • 2) Phoneix's Lilac Umbrella: While the umbrella is out, you are immune to spells and effects that would charm or frighten you. If you use the Living Force feature while having this modification, you now deal double the damage dice to undead creatures. Additionally, if an attack misses your AC while the umbrella is out, you can deal damage to the creature equal to your proficiency bonus.
  • 3) Suzaku's Lotus Umbrella: When you use the Living Force feature, you can change the damage type to fire and turn it into a ranged attack at a range of 20/60ft. You can use your Superior Posture feature while this umbrella is out. Additionally, you are immune to fire, bludgeoning, piercing, and slashing damage while the umbrella is out. **


Sabimaru Upgrades
  • 1) Improved Sabimaru: If you still have an Extra Attack after using Sabimaru, once per turn, you can use that Extra Attack to use Sabimaru again. These attacks are made with a -5 penalty.
  • 2) Piercing Sabimaru: If you miss an attack, the attack deals half damage. Additionally, for every 3rd attack, that lands with Sabimaru, you can subtract 1 from the target's AC until the start of your next turn.
  • 3) Lazulite Sabimaru: You can target creatures with a 10 ft. cone with the saving throw of Sabimaru, by spreading a mist with each attack. You gain the Improved Sabimaru feature with this tool.**


Mist Raven Upgrades
  • 1) Aged Feather Mist Raven: If you are knocked prone, shoved, or hit with an attack, you can use a reaction to teleport 30 ft. away in an unoccupied space. This tool works on attacks like Magic Missile, causing it to miss.
  • 2) Great Feather Mist Raven: When using this prosthetic tool, creatures that are within the trail you leave while teleporting take damage equal to your Wisdom modifier.


Divine Abduction Upgrades
  • 1) Double Divine Abduction: You can now target 2 creatures when using this tool.
  • 2) Golden Vortex: If the creature fails the saving throw, it drops 5gp. This can only affect a creature once per long rest.


Finger Whistle
  • 1) Mountain Echo: You can now delay the whistle until the start of your next turn. Additionally, you can have the whistle target only one creature.
  • 2) Malcontent: When using the whistle, undead creatures within range must also make a Wisdom saving throw. On a failure, they are stunned until the start of your next turn. This can only affect the same creature 3 times per long rest.

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:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Sekiro: Shadows Die Twice franchise, and/or include content directly affiliated with and/or owned by Activision. D&D Wiki neither claims nor implies any rights to Sekiro: Shadows Die Twice copyrights, trademarks, or logos, nor any owned by Activision. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: