Bushi (5e Class)
Bushi
Summary
The Bushi is a highly disciplined warrior, who uses wit and tactics to achieve victory over the enemy.
Creating a Bushi
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 armor, medium armor
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) Longsword or (b) battleaxe
- (a) Longbow with 20 arrows or (b) 4 javelins
- (a) Leather armor or (b) scale mail
- (a) Explorer's kit or (b) dungeoneer's kit
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Swordmaster |
2nd | +2 | Focus, Mental Acuity |
3rd | +2 | Bushi Discipline |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, |
6th | +3 | Calm of a Raging Storm |
7th | +3 | Discipline Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Combat Forms,Unfocused Technique |
10th | +4 | Discipline Feature |
11th | +4 | Hail of Furious Blows,Self-Determination |
12th | +4 | Ability Score Improvement |
13th | +5 | In All Things |
14th | +5 | Martial Tradition |
15th | +5 | Discipline Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Doom Rising |
18th | +6 | Discipline Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Will of Fire |
Jadir Martins Monteiro Junior Careca |
Swordmaster
At 1st level, you can use your Dexterity modifier instead of your Strength modifier when making attacks with any melee weapon, wielded in two hands.
Mental Acuity
At 2nd level, 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 imitate. 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.
When you roll initiative, you gain 5 focus points. Focus points are consumed by some bushi features, typically called focus techniques. Wielding a shield limits focus points to a maximum of 3.
You can spend your focus points on focus technique. A focus technique can be activated as a bonus action. When you learn this feature, you gain the following focus technique:
- Refocusing
At the start of your turn, you can enter in a meditative state to recover your focus. While in this state, you can't take actions or bonus actions, and you have disadvantage on Intelligence saving throws until the beginning of your next turn. Doing this will recover all of your focus points.
- Target
You can spend 2 focus points to select a hostile creature you can see within 30 feet as your target. If this creature attacks you, or an friendly creature within 5 feet, the attacker must make a Dexterity saving throw against a DC equal to your 8 + your proficiency bonus + your Dexterity modifier. On a failed save, you can make an attack against the creature (no action required). This effect takes place right after the attack. You cannot use this focus technique outside combat.
This feature lasts for 1 hour, until the target drop to 0 hit points or until you spend 2 focus points to select another creature as your target.
- Leer
You can spend 1 focus point to select one creature you can see within 30 feet. You can use this feature on a target of your Target feature, without spending focus points. This creature must be a native from a plane that you are familiar with. you gain insight into an action that the creature have just taken on the last hour or one it is intending to take immediately (if any). You can use this feature once, being unable to do so again until you finish a short or a long rest.
Bushi Discipline
At 3rd level, you must chose a bushi discipline. 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
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Calm of a Raging Storm
At 6th level, 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.
When you roll initiative, you gain the ability to accumulate fury points. You start with 0 fury points. Every time you perform a focus technique, you gain 2 fury points, unless the feature states otherwise. You can accumulate a maximum of 10 fury points. When you use your turn to recover focus, using your Refocusing focus technique, any active effects caused by focus or fury techniques are terminated,your fury points are reduced to zero, and you return to your standard combat form. You also lose half of your fury points(rounded up) any time you cast a spell, though you may cast a spell with no fury points accumulated.
Fury points are consumed by some features, typically called fury techniques. When focus is active, you gain the ability to accumulate fury points, up to the maximum value.
In addition, you learn the following fury techniques:
- Persistence of Stone
You must spend all your fury points to activate this fury technique. When you activate Persistence of Stone, all current Fury points are consumed and turned into Temporary hit points. If you are damaged such that your temporary hit points are completely consumed and damage overflows to your standard hit points, you may gain Focus points for the overflow damage up to a maximum of five. You can use this feature once, being unable to use it again until you complete a short or a long rest.
- Inner Calm
When you activate Inner Calm, you can consume 2 fury points in exchange for 1 focus point. You can consume up to 10 fury points in that manner.
In addition, if you consume ten fury points at once with this feature, you can roll one hit dice, regaining hit points equal to the number roled (no action required).
Combat Forms
At 9th level, 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.
When you roll initiative, you enter in a combat form. Your combat form is a state utilized to adopt a particular strategy while in combat. You may decide chose a combat form when you roll initiative (no action required). If you have not decided, your standard form - Invitation - is always assumed as the default for entering combat. You can't cast spells on your combat form, unless you assume the Invitation combat form.
If you are attacked while not in a combat form (unconscious, sneak attack outside of combat, etc), the hostile creature receives a bonus of +3 to its attack rolls, and it scores a critical hit with a roll of 17-20 on the d20.
In each of your turns, you can spend 1 focus point to change your combat form as an action or bonus action. You may also spend 3 focus points to change your combat form as a reaction when being attacked or when an friendly creature within 5 feet you is attacked.
You can recover fury points when meeting certain requirements, while using a combat form. Each combat form states what must be done in order to recover fury points.
Each combat form allow you to use an special focus technique related to it. If a focus technique requires a specific combat form, transitioning out of that combat form immediately nullifies all effects on the user and hostile targets, but not on allied creatures for whom the focus technique is still satisfied. For these creatures, the effects are terminated on the turn following the transition.
There are six forms available to you:
Combat Form: Invitation (Default Standard Form): By maintaining a calm disposition and defensive guard, you gauge your opponent without exposing yourself. As an action or bonus action, you may regain +1 Focus point, up to maximum value.
- Present Opening: When you activate Present Opening, hostile creatures gain advantage on their attack rolls against you. If any creature you are aware of the presence, within 30 feet makes an attack against you, you gain 3 focus points at the start of your next turn.
Combat Form: Penetration: By focusing on the slightest gaps in your opponents defenses, armor, or otherwise vulnerable targets, you go on the offensive. Once in each of your turns, you gain a bonus of +3 to your attack rolls with melee weapons.
- Body Mechanics: 2 Focus points to activate. When you activate Body Mechanics, if you take the Attack action on your turn, you gain a bonus of +2 to your attack rolls, and you may chose to deal damage from the following damage types: slashing, piercing or bludgeoning.
- Fury Recovery: The target of your successful attack must fail a Strength saving throw with a DC equal to the number rolled on your attack + your Strength modifier.
Combat Form: Shock: By directing continued, ceaseless assault on your enemy, you will deteriorate their ability to resist or fight back. You gain a -2 penalty to your attack rolls, but you deal +2 additional damage on your damage rolls. A creature taking the Disengage action does not prevent opportunity attacks. A successful attack reduce the target's movement speed to 0, until the end of its next turn.
- Fury Recovery: You must succeed in making three or more consecutive attacks. Recover 2 fury.
- Seize the Initiative: 2 Focus points to activate. When you activate Seize the Initiative, you gain +4 on any attack you made using your reaction. In addition, you gain +2 on your damage rolls.
Combat Form: Brace: By emulating the enduring mountains and ceaseless rivers, you will all the strength of your sinews to resist oncoming forces.
- Fury Recovery: You must accumulate three successful defenses. You achieve one successful defense when: an hostile creature misses you with an attack; or you succeed a saving throw.Recover 2 fury.
- Hold Formation: 2 Focus points to activate. When you activate Hold Formation, you may designate a friendly or neutral creature within 5 feet to grant advantage on either Dexterity saving throws or Strength saving throws until your the beginning of your next turn or until you they become out of range. If you forfeit your action on your turn, during this period, you may either retain your own advantage on Dexterity saving throws, or grant advantage on both Strength and Dexterity saving throws to an allied creature, as a reaction. You gain a penalty to your damage rolls equal to -3. You gain a bonus of +2 to your AC and advantage on Strength saving throws. You gain {5e|disadvantage}} on Dexterity saving throws, unless you forfeit your bonus action. Your movement speed is reduced to 15 feet.
Combat Form: Pursuit: By achieving balance under any stress, you glide over land and between branches like a sublime breeze. Your movement speed increases in 10 feet, and your speed is not reduced by difficult terrain. You gain a penalty of -2 to your AC, attack rolls and damage rolls, and you cannot ready an action.
- Fury Recovery: You must succeed an attack or avoid an attack (by a miss on the attack roll against you). In addition, you must move your maximum movement speed or take the Dash action. Recover 2 fury.
- Momentum: 2 Focus points to activate. When you activate Momentum, if you use your action to Dash, you gain advantage on ability checks and saving throws against effects that can hinder your movement, move you unwillingly or that might knock you prone. In addition, you additional movement speed equal to 1 feet for each level you have on this class (up to a maximum of 15 feet).
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. You score a critical hit on a roll of 18-20 on the d20. When you roll the damage of your critical hit, you add a bonus to that damage equal to half the number rolled.
You gain a penalty of -5 to your AC and attack rolls, and a penalty of -3 on damage rolls non-critical hits. You cannot benefit from the effects of this combat form while making attacks further than 10 feet.
- Fury Recovery: You must inflict more damage than you receive from a target you have successfully attacked whom is able to attack you in return. Recover 2 fury.
- Kamikaze: 2 Focus points to activate. When you activate Kamikaze, select a hostile creature within 30 feet. When you take the Attack action, you can make an additional attack against the target. All your attacks against that target are made with advantage, until the beginning of your next turn. Until the beginning of your next turn, all creatures have advantage on attack rolls against you.
Unfocused Technique
At 9th level, you learn how to use some techniques without even thinking on them. An focus technique that you can use without a specific combat form may be used with no action required, during your turn.
Self-Determination
At 11th level, 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 turn (no action required).Changing your Combat Form as a reaction still requires 3 focus points to be consumed.
You may change 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 gp equal your bushi level multiplied by 5. For example, at 10th level, you must spend 50 gp. 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, the process must be repeated.
Hail of Furious Blows
At 11th level, 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 techniques, all of which may be used as an action. If a fury technique requires a specific combat Form, transitioning out of that combat form immediately nullifies all effects on the user, hostile creatures, and allies.
- Iron Grasp
Pre Requisite: Combat Form: Penetration.
Cost Consumes 5 fury points on use.
When you activate Iron Grasp, make an attack against an enemy as you would normally in Combat Form: Penetration. If you hit the attack, you can attempt to grapple the target (no action required). On a successful attempt, the target gets a penalty of -5 on his attack rolls until the beginning of your next turn.
- Cyclone of Steel
Pre Requisite: Combat Form: Shock.
Cost Consumes 5 fury points on use.
When you activate Cyclone of Steel, make an attack against an creature, as you would normally in Combat Form: Shock. If you succeed, make an attack roll again with a -1 penalty on the attack roll.
Repeat this process, continuing to increase the penalty on your attack rolls by -1 (becoming -2 on the second, -3 on the third and so on), until you miss the attack.
For each additional success after the initial roll, add an additional damage dice to your weapon damage. For example, an attack with a longsword with 3 additional successes will deal damage equal to 4d8 + Strength modifier.
- King Beneath the Mountain
Pre Requisite: Combat Form: Brace.
Cost Consumes 5 Fury points on use.
When you activate King Beneath the Mountain, all hostile creatures who can hear you within 60 feet, must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier. Any target that fails this saving throw must move as close to you as possible on their next turn, in order to attack you.
Those who can't perform an attack against you, will be frightened of you until the end of your next turn.
- Of Sun and Star and Moon
Pre Requisite: Combat Form: Pursuit.
Cost Consumes 5 Fury points 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 creature along your path whom you may attack with advantage. On a successful attack, this target is knocked prone.
In addition, any time you succeed against attempts to slow or stop your movement while dashing, you may take an immediate reaction to attack the creature who made the attempt, if you can reach it with your movement.
- Twin Kings of Ruin
Pre Requisite: Combat Form: Execution.
Cost Consumes 5 Fury points 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 is now doubled, until your next turn. If the target hit you with a critical hit, it can add half of the number rolled on his damage roll on the total damage, until the end of his next turn.
Andrey Bronnikov. |
In All Things
At 13th level, 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 your initiative rolls.
In addition, creatures no longer gain a bonus to their attack rolls against you while you are not assuming a combat form.
Martial Tradition
At 14th level, 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 end of a 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 take the attack action.
Doom Rising
At 17th level, 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.
If you have 10 fury points, you may consume them all to activate Doom Rising. When you activate Doom Rising, all abilities that require focus or fury points now require none. You cannot gain fury points while Doom Rising is active.
Doom Rising ends in 1 minute. You can chose to extend the duration of Doom Rising by expending focus points, adding 1 additional minute to the duration per focus point expended.
In addition, you can spend 5 focus points while taking a short rest to regain the use of Doom Rising.
After using this feature, you can't use it again until you complete a long rest.
Will of Fire
At 20th level, 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.
You can automatically succeed one death saving throw and roll your Hit Dice as if you had taken a short rest. Doing so consumes all fury points accumulated, and consumes all Focus points. Once you use this feature, you can't do it again until you complete a long rest.
Omar Spike |
Master
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 3rd level, 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.
You gain proficiency with heavy armor, and extra hit points equal to your Constitution modifier every level.
- Intrepid Gait
At 7th level, 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 action on your turn, with no action required, when you are not dashing.
Additionally, any time you would be knocked prone from a mount for failing a Dexterity saving throw, you may instead land on your feet with your movement speed reduced to zero until your next turn.
- A Lifetime of War
At 11th level, 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 can add your proficiency bonus on Intelligence (History) and the Wisdom (Insight) checks, whenever it has to do with military matters. If you are already proficient with either skill, you may select a class skill respectively.
In addition, 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 15th level, 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 18th level, 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
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.
Donfoo Freelance Concept Artist |
- Laws of Power
At 3rd level, 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.
Your AC is equal to 10 + Dexterity modifier + Intelligence modifier when not wearing armor or a shield. Also, you perform Perception skill checks and calculate your passive Perception using your Intelligence modifier, instead of your Wisdom modifier.
- Unwavering Gaze
At 7th level, 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 skills: Perception, Investigation, or a class skill of your choosing. If you are already proficient with the skill you have chosen, you can add the double of your proficiency bonus when making ability checks related to that skill.
- Uncanny Wit
At 11th level, 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 turns during combat. This bonus action can be used only to make a ability check utilizing one of the skills which you are proficient with.
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 15th level, 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 from the rogue class. Additionally, you can prepare an action when you take a short or a long rest. This prepared action is triggered when a creature makes a surprise attack against you or a contested Dexterity (Stealth) check against your Wisdom (Perception) check. The creature makes the attack or check 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 18th level, 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 regular bonus action (not the one conferred by your Uncanny Wit feature) in order to impose disadvantage against any opponent attacked by an allied creature whom can perceive you using any of his senses.
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
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.
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