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The Ronin

The Goal
He sheaths his blade as a knight falls with a large gash from
shoulder to waist, the rest of the unit fruitlessly attempts to Ronin's can come from all walks of life but one thing is
attack the tiefling as he calmly sweeps through them each common between them, They are all drifters, either after
one falling like the last. leaving a life behind or in the search of a new one. Moving
from place to place in search of a goal or purpose. Their need
Teleporting through the battlefield the halfling strikes at each for power may be this goal, or just a by-product. Either way
enemy, followed by a mirage of blades cleaving at their armor this is their driving force and leads them to feats of strength.
before disappearing again.
Creating A Ronin
Whatever the focus Ronins are lethal warriors, with an
intense willpower. Striking down their foes in a lethal display When creating a Ronin, think about two related elements of
of focus and power. your character's background: Where did you get your combat
training, and what drove you on this path? The loss of a loved
Intense Focus one? A need for survival? A need for revenge? The reason is
yours to decide.
A Ronin's path of power begins when they learn to enter the
Mystic Focus, allowing them to enter a near trance like state
that greatly increases their speed and lethality in combat. Quick Build
This focus requires a will stronger than iron and having such
unlocks a magical potential within the Ronin. Using this You can make a ronin quickly by following these suggestions.
magical potential they may go beyond their physical limits. First, make Strength or Dexterity your highest ability score,
This style of combat requires speed and accuracy, leading to depending on whether you want to focus on melee weapons,
Ronins avoiding armor as it only limits their capabilities. or archery (or finesse weapons), followed by Wisdom. Second,
choose the outlander background.
Eventually, in a Ronins growth they chose to focus their
attention towards a singular form of power, named Combat
Arts.

Ronin
Level Proficiency Bonus Features Techniques Known Focus Points Focus Dice
1st +2 Mystic Focus, Focused Defence — — 1d4
2nd +2 Fighting Style, Evasive Movement, Techniques 2 3 1d4
3rd +2 Combat Arts, Power Seeker 2 3 1d4
4th +2 Ability Score Improvement 2 4 1d4
5th +3 Extra Atack 2 4 1d4
6th +3 Combat Art Feature 2 5 1d6
7th +3 Evasion 2 5 1d6
8th +3 Ability Score Improvement 2 6 1d6
9th +4 Evasive Movement Improvement 3 6 1d6
10th +4 Mystic Rush 3 7 1d6
11th +4 Enhanced Mystic Focus 3 7 1d8
12th +4 Ability Score Improvement 3 8 1d8
13th +5 Combat Art Feature 3 8 1d8
14th +5 Untouchable 3 9 1d8
15th +5 Enhanced Mystic Focus 3 9 1d8
16th +5 Ability Score Improvement 4 10 1d10
17th +6 Combat Art Feature 4 10 1d10
18th +6 Unyealing Soul 4 11 1d10
19th +6 Ability Score Improvement 4 11 1d10
20th +6 Suffused Power 4 12 1d10

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Class Features Dueling
As a Ronin, you gain the following class features When you are wielding a melee weapon in one hand and no
other weapons, you gain a +2 bonus to damage rolls with that
Hit Points weapon.
Hit Dice: 1d8 per Ronin level Archery
Hit Points at 1st Level: 8 + Constitution Modifier You gain a +2 bonus to attack rolls you make with ranged
Hit Points at Higher Levels: 1d8 (or 5) your Constitution weapons.
modifier per Ronin level after 1st
Proficiencies Thrown weapon Fighting
Armor: none You can draw a weapon that has the thrown property as part
Weapons: Simple Weapons, Whips, Warhammers, War of the attack you make with the weapon.
Picks, Tridents, Shortswords, Scimitars, Rapiers, In addition, when you hit with a ranged attack using a
Morningstars, Longswords, Longbows, Heavy Crossbows, thrown weapon, you gain a +2 bonus to the damage roll.
Hand Crossbows, Flails and Battleaxes. Two weapon Fighting
Saving Throws: Wisdom, Charisma When you engage in two-weapon fighting, you can add your
Skills: Choose three from Acrobatics, Arcana, History, ability modifier to the damage of the second attack.
Investigation, Insight, Survival
Equipment Unarmed Fighting
You start with the following equipment, in addition to the Your unarmed strikes can deal bludgeoning damage equal to
equipment granted by your background: 1d6 + your Strength modifier on a hit. If you aren't wielding
any weapons or a shield when you make the attack roll, the
any two martial weapons of your choice d6 becomes a d8.
(a) a Ranged Weapon and 20 Arrows/Bolts or (b) two
simple weapons At the start of each of your turns, you can deal 1d4
(a) a dungeoneer's pack or (b) an explorer's pack bludgeoning damage to one creature grappled by you.
Alternatively, you may start with 3d4 × 10 gp to buy your Additionally, your fists are considered a melee weapons for
own equipment. technique requirements.
Mystic Focus Blind Fighting
At 1st level, your training has given you access to a Mystic You have blindsight with a range of 10 feet. Within that range,
focus and Focus dice. During combat you can enter a Mystic you can effectively see anything that isn't behind total cover,
focus as a bonus action. While in your Mystic focus, you gain even if you're blinded or in darkness. Moreover, you can see
the following benefits if not using armor or a shield: an invisible creature within that range, unless the creature
successfully hides from you.
When you make a weapon attack, you can add your focus
dice to your attack bonus and damage as force damage. Evasive Movement
You can add your focus dice to dexterity saves. At 2nd level, you learn to avoid danger via swift movements.
If you take damage during your Mystic Focus you must Whenever you hit an enemy you can spend your bonus action
make a constitution save. The DC being 10 or half the to move up to 10ft without provoking opportunity attacks.
damage taken (whichever is higher) or have your Mystic The distance increases by 5ft at levels 9 and 15.
Focus end early.
Techniques
Your focus lasts for 1 minute, if you fall unconscious, or if you At 2nd level, your training in the Mystic focus as given you
end it as a free action. Your focus dice starts at a d4 and access to a number of techniques. You start only knowing two
increases to a d6 at level 6, d8 at level 11 and a d10 at level and learn another at levels 6, 10, 14 and 18 in this class.
16. During a long rest you can replace your known techniques
with a different ones. Techniques have requirements that
Focused Defense must be met before they can be used. You can only use one
At 1st level, during your Mystic Focus while you are not technique per turn.
wearing armor or a shield, your Armor Class equals 10 + your Attaks made with techniques use the Attack modifiers and
Wisdom modifier + your Dexterity modifier or Strength save DC's listed bellow;
modifier, whichever is higher.
Fighting Style Save DC = 8 + your proficiency + your wisdom modifier
At 2nd level, you adopt a particular style of fighting as your Attack modifier = proficiency + your wisdom modifier
specialty. Choose one of the following options. You can't take
the same Fighting Style option more than once, even if you
get to choose again.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Additionally, you gain focus points which Techniques can use. Enhanced Mystic Focus
Your focus points refill at the end of a short rest. You start
with 3 and gain an additional points every 2 levels taken in At 11th level, consistant use of the Mystic focus has enhanced
this class. your ability to use and sustain it, when you make a
constitution save to avoid ending your Mystic Focus early you
Combat Arts can roll with advantage.
At 3rd level, you chose one of the available Mystic Arts to Additionally, you can spend 1 point from your focus points on
focus your training in. your turn to double your focus dice damage bonus until the
Your choice grants you features at 3rd level and again at 6th, end of your turn. (E.g instead of dealing an additional 1d8
11th, and 17th level. force damage you deal an additional 2d8 force damage.)
Power Seeker Ability Score Improvement
At 3rd level, your understanding with mystical energy can be When you reach 12th level, you can increase one ability score
easily recalled. You can add your focus dice to Intelligence of your choice by 2, or you can increase two ability scores of
(Arcana), Intelligence (History) and Intelligence your choice by 1. As normal, you can't increase an ability
(Investigation) checks when seeking or understanding score above 20 using this feature.
information about magical energies. If your DM allows the use of feats, you may instead take a
feat.
Ability Score improvement Untouchable
When you reach 4th level, you can increase one ability score By 14th level you have become extremely swift. As a reaction
of your choice by 2, or you can increase two ability scores of to a creature attacking you, you can add a roll of your focus
your choice by 1. As normal, you can't increase an ability dice to your AC when deciding if the attack hits. You can use
score above 20 using this feature. this feature a number of times equal to your wisdom modifier
If your DM allows the use of feats, you may instead take a and regain all uses at the end of a long rest.
feat.
Enhanced Mystic Focus
Extra Attack At 15th level, the bonus damage from your Mystic focus
Beginning at 5th level, you can attack twice, instead of once, ignores resistances and temporary HP
whenever you take the Attack action on your turn.
Ability Score Improvement
Evasion When you reach 16th level, you can increase one ability score
At 7th level, your instinctive agility lets you dodge out of the of your choice by 2, or you can increase two ability scores of
way of certain area effects, such as a blue dragon's lightning your choice by 1. As normal, you can't increase an ability
breath or a fireball spell. When you are subjected to an effect score above 20 using this feature.
that allows you to make a Dexterity saving throw to take only If your DM allows the use of feats, you may instead take a
half damage, you instead take no damage if you succeed on feat.
the saving throw, and only half damage if you fail.
Unyielding Soul
Ability Score Improvement At 18th level, during your Mystic focus you can chose to
When you reach 8th level, you can increase one ability score expend up to 6 hit dice and add +1 to a save for each dice
of your choice by 2, or you can increase two ability scores of expended. This can be done before or after discovering if the
your choice by 1. As normal, you can't increase an ability save is a success.
score above 20 using this feature.
If your DM allows the use of feats, you may instead take a Ability Score Improvement
feat. When you reach 19th level, you can increase one ability score
of your choice by 2, or you can increase two ability scores of
Evasive movement improvement your choice by 1. As normal, you can't increase an ability
At 9th level, evasive movement can now be used as a free score above 20 using this feature.
action instead of a bonus action when hitting an enemy. If your DM allows the use of feats, you may instead take a
feat.
Mystic Rush
At 10th level, you can focus your power a temporary boost of Suffused Power
speed. Once per long or short rest as a free action on your At 20th level, the power you have gained from your training
turn, your speed is doubled, you gain a +2 to ac and you have has reached its peak. Your wisdom and dexterity scores
advantage on dexterity saving throws. This lasts until the end increase by 2 up to a maximum of 22. Additionally, whenever
of your next round. you roll initiative and have no Focus Points remaining you
regain 4.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Combat Art Options
Art of the Slayer Art of Spirit Arms
Slayers are Ronins who have focused their training on speed Ronins that pick this archetype learn to create physical
and the use of ranged weaponry. Trained to eliminate hoards manifestations of their spirit as lethal weapons to aid them in
of targets before they can even be touched. combat.
Quickdraw Summoned Weapons
At 3rd level, you can add your wisdom modifier to your At 3rd level, Focusing your spirit you can create spiritual
initiative rolls. Additionally, whenever you roll initiative, you manifestations of weapons. During your Mystic focus you can
can use your Mystic focus as a reaction. pick one of the following benefits.
Relentless Shredder Whenever you hit an attack you can roll two
focus dice instead of one for your additional force damage.
At 3rd level, during your Mystic focus you can ignore the Escort You gain an +2 to your AC.
loading properties of crossbows. Additionally, whenever you Reactor The distance you can travel with Evasive
miss an attack you can make an additional attack as a bonus movement increases by 5ft.
action.
You can swap between the benefits as a bonus action.
Lethal Shots
At 6th level, your weapon attacks score a critical hit on a roll Spirit Knife
of 19 or 20 and you do not suffer disadvantage when making At 6th level, you can use your bonus action action and one
ranged attacks against targets within 5ft of you. focus point to create and throw a spectral knife as a ranged
technique attack. It has a range of 30ft and deals your focus
Keen Eye dice as force damage. If the attack hits you can teleport
At 6th level, you become skilled at noticing small details, you within 5ft of the target as a part of the attack.
can use wisdom in place of intelligence for investigation Spiritual Empath
checks and can add your focus dice to Wisdom(Perception)
and Wisdom(Investigation) checks. At 6th level, Your attunement with your own spirit has
enhanced your ability to sense others emotions. Once per
Counter Shot long rest you can cast Detect Thoughts without needing
At 13th level, During your Mystic Focus whenever a creature components.
attempts to attack you, you can make an attack them as a Summoned Weapons Enhancement
reaction if they are in range of your weapon and you can see
them, if you hit them, they must make a strength save against At 13th level, the benefits of Summoned Arms are Enhanced
your Technique save or their attack automatically fails. as following:
Slay Shredder Whenever you hit an attack you can deal an
additional d12 damage to creatures within 5ft of you if
At 17th level, as an action on your turn you enter an intense they fail a dexterity save against your technique DC.
focus, during this focus you can only move and take the slay Escort Whenever a creature misses an attack aimed at
action. When you take the Slay action you can chose to make you. You can push them 10ft away from you.
an attack against each creature that you can see and are in Reactor You can use your evasive movement even if your
range of a weapon you have at hand. You can only enter this attack misses.
focus once per long rest. Ranged attacks during slay are
made without proficiency. The focus lasts for 1 minute, or Spirit Formation
until you fall unconscious or if you end it as a free action. At 17th level, whenever a creature misses an attack against
you, you can make an attack against them as a reaction if they
are in range of your weapon. Additionally, you can teleport
within 5ft of any creature that you have attacked as a bonus
action if they are within 30ft of you and you can see them.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Disabling Strike
Art of the Ripper At 6th level, whenever you land an attack with your bonded
Ronin's are warriors who carve their own path, attacking weapon you can force the target to make a constitution save,
without mercy with the aim to win, or leave their opponent if it fails it suffers one of the affects of your choice;
crippled if they lose.
Concussive; The target is stunned until the end of your
Blade Rush next turn.
Blinding: The target is blinded until the end of your next
At 3rd level, You can spend 1 focus point as a bonus action to turn.
gain advantage on your next attack. Guard Breaking; Your next attack against the target
ignores resistances.
Blade Bond
At 3rd level, you form a powerful bond with a melee weapon Each use of disabling strike expends 1 focus point.
of choice. You can only have one bonded weapon at a time, Shred
creating a bond takes 1 hour over a rest period and bonding
to a new weapon removes the bond from the previous At 13th level, whenever you attack a target with advantage
weapon. Once bound the weapon counts as magical for the you can chose to make two attacks without advantage
purpose of overcoming resistance and immunity to instead.
nonmagical attacks and damage. As an action you can
summon the weapon in your hand, the weapon disappears if Threatening Presence
it is more than 5 feet away from you for 1 minute or more. It At 13th level, you have learned how to use your combat
also disappears if you use this feature again, if you dismiss prowess as a social tool. You can add your use Wisdom
the weapon (no action required), or if you die. instead of Charisma for Charisma(Intimidation) checks and
You can transform a magic weapon into your bound weapon can add your focus dice to the roll.
if you spend the same 1 hour to bind to it. If you die the
weapon ceases to be your bound weapon. Brutalize
Additionally, during your Mystic focus, for the first attack At 17th level, as an action you can discover if a creature
made with your bound weapon on your turn you roll roll two within range of your bonded weapon has less hitpoints than
focus dice instead of one. you currently have. If they do you can force them to make a
constitution save against your technique DC. If they fail they
die, if they succeed they take 10d10 force damage. You can
only attempt a brutalize once per long rest.

Techniques
The following list shows all of the techniques that can be Whirlwind strike
learned and their requirements if they have any. Requirements: Holding a Melee Weapon
Whenever the damage type of a technique is listed as Cost: 1 Focus point
"weapon damage" it is the damage type of the weapon used. You make a whirling strike as a attack action. Make a melee
E.g a rapid dash a with a longsword will do slashing damage technique attack against a target in range of your melee
and a rapid dash with a rapier will do piercing damage. weapon, if the attack hits you deal 3d6 weapon damage.
Piercer Void Slash
Requirements: Holding a ranged weapon Requirements: Holding a melee weapon, level 6 in Ronin
Cost: 1 Focus point Cost: 2 focus points
As a ranged attack action in a 5ft wide 30ft long line. Any You make a sweeping slash as a attack action. Any enemy in a
creature along the shots path must make a dexterity save. A 15ft long cone originating from you must make a dexterity
creature takes 2d6 piercing damage on a failed save, or half save. A creature takes 2d10 weapon damage on a failed save,
as much damage on a successful one. or half as much on a successful one.
Rapid Dash Breaker Strike
Requirements: Holding a Melee Weapon Requirements: Holding a melee weapon, level 6 in Ronin
Cost: 1 Focus point Cost: 2 focus points
You dash forwards 15ft as a melee attack action. Any creature As a attack action you make a powerful blow against a single
along a 5ft wide line from where you start and end must creature in range of your melee weapon. On hit the target
make a dexterity save or take 2d8 weapon damage. takes 3d8 weapon damage, is pushed 15ft away from you and
must make a strength save or be knocked prone.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hemorrhage Shot
Requirements: Holding a ranged weapon, level 6 in Ronin
Cost: 2 focus points
When you hit a ranged attack you can chose to have them
take 4d6 slashing damage at the start of their turn.
Enhanced Weapon
Requirements: Holding a weapon, level 9 in Ronin
Cost: 3 focus points
Touching your weapon, it gains one of the following
enhancements for 1 minute during your mystic focus;
Enhanced Range, A melee weapons range increases by
5ft, a ranged weapons range increases by 60ft.
Critical Striker, The weapons crit range increases by 1.
(e.g from 20 to 19 or from 19 to 18).
Guarding Weapon, You gain a +2 to your ac while holding
the weapon.
If your Mystic focus ends before the minute ends your
weapon loses its benefit until the minute ends or you re-enter
the Mystic focus.
Shatter Shot
Requirements: A ranged weapon, level 9 in Ronin
Cost: 3 focus points
You fire a magical shot as an attack action. Any creature in a
30ft long cone originating from you must make a dexterity
save. They suffer 4d6 piercing damage and half as much on a
success.
Barrage
Requirements: A melee weapon, level 9 in Ronin
Cost: 3 focus points
You make a barrage of strikes against a target as an attack
action against a creature in range of your melee weapon. If
you hit, they suffer 6d4 weapon damage.
Hammer Strike
Requirements: A melee weapon, level 14 in Ronin
Cost: 4 focus points
You make a single, concussive strike against as an attack
action against a creature in range of your melee weapon, if
you hit they suffer 5d8 weapon damage and if they fail a
constitution save they take become stunned.
Iai Strike
Requirements: A melee weapon, level 14 in Ronin
Cost: 4 focus points
You make a unseen strike against a single enemy as a attack
action against a creature in range of your melee weapon, if
you hit they suffer 5d12 weapon damage.
Headshot
Requirements: A ranged weapon, level 14 in Ronin
Cost: 4 focus points
You make a powerful ranged attack against a creature in
range of your weapon, if you hit they suffer 5d10 piercing
damage.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Ronin
A highly offensive martial class for the 5th
Edition of Dungeons and Dragons. Become a
highly lethal warrior and chose an Art from:
Slayer, Spirit Arms and The Ronin

This is the first public release of of the Ronin


class so aspects may not be tuned for balanced
gameplay.

Art Credits
Front Cover Gao Haotong

Page 7 Leoz ETM

Page 5 Blackabu

Back Cover xiaosu Chen

WWW.GMBINDER.COM

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