Sekiro Subclasses: Barbarian, Fighter, Monk, Rogue

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Barbarian: Path of the Shura

Thirst for Battle

At 3rd level, your thirst for blood has altered your nature forever. You count as a fiend(demon) as well as a humanoid for the purposes of spell effects. If you are dead at dawn, and were not killed by a legendary or artifact weapon, and your corpse was not sanctified against undead or fiends, you return to life near your companions, with your equipment with hit points equal to half your hit point maximum.

Shura's Wrath

Starting when you choose this path at 3rd level, you can channel demonic wrath into your weapon strikes. While you are raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level damage. The extra damage is fire or necrotic; you choose the type of damage when you gain this feature.

Demonic Endurance

Starting at 6th level, the demonic power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Exude Fear

At 10th level, you learn to channel demonic power to inspire fear in others. As a bonus action, you unleash a battle cry infused with unholy energy. Up to ten other creatures of your choice within 60 feet of you that can hear you have disadvantage advantage on attack rolls and saving throws until the end of your next turn. Creatures immune to the frightened condition are immune to this ability.

Once you use this feature, you can’t use it again until you finish a long rest.

Rage Beyond Death

Beginning at 14th level, the demonic power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Fighter: Ashina Warrior

If an ability calls for a saving throw the DC is 8 + your proficiency bonus + your Strength or Dexterity modifier.

Mikiri Counter

Starting at 3rd level, you have mastered the art of turning your enemy's weapons aside. When a creature attacks you, you can use your reaction to impose disadvantage on the attack. If the attack misses, you can make a single melee weapon attack against the attacker as part of the same reaction.

You can use this reaction a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses at the end of a short or long rest.

Ichimonji

Starting at 7th level, you have learned to make a blow that can stagger even the strongest warrior. You can use an action to make a single melee weapon attack against a creature within range. You add your fighter level divided by 4 (rounded down) to the attack roll. If the attack roll exceeds the target's AC by 5 or more, it has disadvantage on attack rolls until the end of its next turn.

Improved Mikiri

At 10th level, you have learned how to make your counters count. When you make an attack through Mikiri Counter, the attack scores a critical on a roll of 19-20. If you score a critical with this attack, you roll one additional weapon damage dice when determining the extra damage for the critical hit.

Ichimonji: Double

Starting at 15th level, your staggering blow is followed by another. When you use an action to use Ichimonji, you make two such attacks instead of one.

Dragon Flash

At 18th level, you have mastered the blade and know how to swing a blade to cut down more than just those immediately in front of you.

When you make the attack action, you can spend two of the attacks to make a Dragon Flash, a deadly slash that projects forward, cutting down those in its way. All creatures in a 30ft line must make a Dexterity saving throw. On a failed save it takes 2d10 + your Wisdom modifier force damage. On a successful save it takes half damage.

Monk: Way of Tomoe

Agile Blades

You gain proficiency with longswords. Longswords count as a monk weapon for you.

Deflection

Starting at 3rd level, while you wield a melee weapon you can use your reaction to reduce the damage you take from a single melee weapon attack by 1d6 + your monk level + your Dexterity modifier.

If you reduce the damage to 0 in this way, you open your opponent up to a deadly counterattack. You can spend 1 ki point to move up to half your speed (without provoking attacks of opportunity) towards the creature that attacked you and make a single melee weapon attack against the deflected attacker as part of the same reaction. This attack scores a critical hit on a roll of 19 or 20.

Mortal Draw

Starting at 6th level, you have mastered the art of unleashing brutal attacks from drawing your blade and striking in an instant. You gain the following special Attack actions:

  • Wide Slash. All creatures in a 15 foot cone must make a Dexterity saving throw. On a failed save, it takes damage equal to your weapon's damage + half your monk level. On a successful save, it takes half damage
  • Cross Slash. Choose a creature within 10 feet of you. You teleport to an unoccupied space within 5 feet of that creature and make two melee weapon attacks against it. These attacks deal additional damage equal to your Wisdom modifier.

These special attacks cost 2 ki points to use.

Perfect Defense (This is a bleh ability)

Starting at 11th level, when you focus on defense enemies find it nigh impossible to touch you. When you use your bonus action to use Patient Defense, you can spend 2 additional ki points to to make your defense Perfect. If you do you can reduce the damage you take from melee weapon attacks as if you spent your reaction on Deflection until the start of your next turn. You can not make counterattacks with your Perfect Defense.

Divine Lightning

Starting at 17th level, the gods have recognized your abilities allowing you to summon lightning from the heavens to smite your enemies. As an action you spend 5-7 ki points you can jump into the air and catch a bolt of lightning with your weapon and unleash it with a mighty swing. All creatures in a 30ft cone or a 60ft line (your choice) must make a Constitution saving throw. On a failed save it takes 6d10 lightning and 6d10 radiant damage. If a creature fails the save by 5 or more it is stunned until the end of its next turn. On a successful save it takes half damage.

Rogue: One Armed Wolf

Shinobi Prosthetic

At 3rd level, you have replaced one of your arms with an augmented prosthetic that can be customized and upgraded. You gain the Grappling Hook and one other Shinobi tool of your choice. You gain additional Shinobi Tools at 9th and 15th levels. Shinobi Tools are detailed at the end of this subclass.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Tool Master

Starting at 17th level, your prosthetic finally feels like it's a part of you. You can use a Shinobi Tool at its lowest level as a free action once per turn.

Shinobi Tools

If a Shinobi Tool calls for a saving throw, the DC is 8 + your Proficiency bonus + your Dexterity modifier.

Grappling Hook

You have a hooked rope and launcher in loaded in your prosthetic. As a bonus action, you can attach your rope to a point within 15 feet of you and move to that point in a straight line. If you do not have something to stand on, you immediately fall.

At 9th level, you can target a Large or larger creature and pull yourself towards it. Additionally you can target a point or creature within 30 feet of you.

Shuriken Wheel

Your prosthetic can be loaded with shuriken, which are darts that deal slashing damage. It can hold up to ten shuriken. You can throw these shuriken as though you are holding them when you make the attack action.

At 9th level, the shuriken you throw from your prosthetic can be thrown as a bonus action.

Firecrackers

Your prosthetic holds a number of firecrackers, enough to create a 5 foot cube of flashing and popping lights. As a bonus action you can throw firecrackers in an attempt to dazzle a creature within 5 feet of you. The creature must make a Constitution saving throw or be startled into dropping its guard. On a failed save, creatures have advantage on attack rolls against it until the start of the target's turn.

At 9th level, the cube becomes a 10 foot cube.

You can use this tool twice, regaining spent uses at the end of a short or long rest.

Spring-Loaded Axe

Your prosthetic has a folded axe loaded inside, weighted to plow through a conventional guard. The axe has the heavy property. As an action, you can unfold and make a melee weapon attack with the axe. If the target is wielding a shield, you ignore the AC bonus that shield grants. On a hit, you deal 1d8 + your Strength modifier slashing damage. You can Sneak Attack with this attack.

At 9th level, The axe deal 1d10 damage you can make this attack as a bonus action.

Loaded Spear

Your prosthetic has a spear with a segmented shaft folded inside. The spear has the two-handed and reach properties. As an action, you can unfold and make a melee weapon attack with the spear. On a hit, you deal 1d6 + your Strength modifier piercing damage and if it is Large or smaller, it must succeed on a Strength saving throw or be pushed 5 feet back. You can Sneak Attack with this attack.

At 9th level, the spear deals 1d8 damage and you can make this attack as a bonus action.

Flame Vent

Your prosthetic is loaded with a pressurized fuel and flint sparker. As an action you can create a 10x5 foot line of fire emanating from your hand. Creatures in the area must make a Dexterity saving throw or take half of your Sneak Attack Damage Dice (rounded up) in fire damage. On a successful save, it takes half damage.

At 9th level, the area becomes a 15 foot cone.

You can use this tool once, regaining its use at the end of a short or long rest.

Hidden Toxin

Your prosthetic is loaded with a deadly toxin, easily applied to your weapons. As a bonus action, you can apply your poison to a weapon you are holding. The next attack that hits deals additional damage equal to 2d6 poison damage. The poison lasts 10 minutes before evaporating.

At 9th level, the damage becomes 4d6 poison damage.

Loaded Umbrella

Your prosthetic is loaded with a lightweight umbrella shaped shield. As an action, you can unfold and equip the shield, with which you are proficient. You cannot use another Shinobi Tool while this Tool is in use. You can fold it as a bonus action.

At 9th level, you can equip the shield as a bonus action, fold it as an object interaction, and the shield gives you an additional +1 AC.

 

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