Oathsworn - Sekiro (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: [[User:|]] ([[User talk:|talk]])
Date Created:
Status: <-how close to completion->
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article
{{{length}}}
"{{{length}}}" is not a number.






Oathsworn[edit]

Using their sword and their prosthetic tools, these inmortal warriors use every trick up their sleeves to gain an advantage in battle.

Making an Oathsworn[edit]

Their strength is their strong defense, their weakness is their lack of hitpoints.

Abilities: Dexterity is most important to an oathsworn, as it dictates their ability to attack and to defend themselves. Constitution is a second due to their limited hit points and their posture (see below).

Races: Any medium race.

Alignment: Any lawful.

Starting Gold: 1d8x10

Starting Age:As rouge

Table: The Oathsworn

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Posture, Resurrection, Prosthetic arm
2nd +2 +3 +3 +0 Evasion, QuickDraw
3rd +3 +3 +3 +1 Uncanny dodge
4th +4 +4 +4 +1 Shinobi Eyes
5th +5 +4 +4 +1 Light on the feet, Spirit emblems, prosthetic tool
6th +6/+1 +5 +5 +2 Combat art
7th +7/+2 +5 +5 +2 Mikiri Counter
8th +8/+3 +6 +6 +2 Improved Uncanny Dodge
9th +9/+4 +6 +6 +3 Kusabimaru focus
10th +10/+5 +7 +7 +3 Kusabimaru specialization, Prosthetic Tool
11th +11/+6/+1 +7 +7 +3 Bonus Feat
12th +12/+7/+2 +8 +8 +4 Greater Kusabimaru focus, Combat Art
13th +13/+8/+3 +8 +8 +4 Greater Kusabimaru specialization
14th +14/+9/+4 +9 +9 +4 Improved Evasion
15th +15/+10/+5 +9 +9 +5 Bonus Feat, prosthetic tool
16th +16/+11/+6/+1 +10 +10 +5 Hide In Plain Sight
17th +17/+12/+7/+2 +10 +10 +5 -
18th +18/+13/+8/+3 +11 +11 +6 Kusabimaru Favored Weapon, Combat Art
19th +19/+14/+9/+4 +11 +11 +6 Bonus Feat
20th +20/+15/+10/+5 +12 +12 +6 Improved Defense, Prosthetic Tool

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Class Features[edit]

All of the following are class features of the Oathsworn.

Weapon and Armor Proficiency: kusabimaru, light armor, prosthetic arm, all prosthetic tools.

Kusabimaru: At 1st level, you gain the Kusabimaru. This weapon is the main weapon of the oathsworn. The weapon increase in damage as the oathsworn levels up. Due to the fragile nature of this weapon, it must use your dexterity bonus to attack and damage rolls. It has the light property.

Eavesdrop: At 1st level, the oathsworn may choose to use the Gather Information skill with his Wisdom modifier instead of his charisma modifier. He does not need to interact socially with the target and can be up to 30 feet away to make this check.

Prosthetic Arm (Ex): At 1st level, he gains his prosthetic arm.

The prosthetic arm can be fitted with a multitude of different tools. These tools can be acquired at every 5th level. Switching between tools is a movement action. See prosthetic tools at the bottom of the class.

The prosthetic arm is also fitted with a grappling hook. You make ranged attack against a ledge up to 60 feet away, usually difficulty 12 + 1 for every 10 feet of distance between you and the ledge. On a fail, the grappling hook returns to the prosthetic arm, on a success you are pulled over the ledge and land on it. This check can be made in mid air, but can only be attempted once per round. Using the grappling hook is a standard action. It cannot be used as an attack.

Resurrection (Su): as an immortal warrior you have the ability to come back from death. When you die, roll a d20 difficulty 16 with no modifier once per round. On a fail nothing happens, on a success, you spring back to life with full posture and half your maximum hitpoints and hit dice rounded down (minimum of 1).

You start the game with 1 resurrection charge and gain an additional charge every five levels. You can never have more than 1 resurrection charge at the time. There is no way to get charges other than leveling up.

Posture: At 1st level you gain the posture feature. You maximum posture is equal to you maximum hitpoints. When you take hitpoint damage, you take an equal amount in posture damage. When your posture hits 0, you are stunned until the start of your next turn and you’re posture returns to full. After a full turn of taking no posture damage, it regenerates at a pace of half your hit dice (rounded down) + your Con modifier.

Deflect (Ex): At 1st level, you gain the ability to defend yourself with your sword. Roll a melee attack against an opposing non AOE attack. On a success, you take no hitpoint damage from the attack, but you still take full posture damage. On a fail, the attack hits normally. You can parry a number of attacks equal to half your Oathsworn level rounded down ( minimum of 1). Ranged attacks are deflected at a -3 penalty. Your posture can never go below 1 from a successful deflect. Consecutive deflects are at an -2 per deflect. When you deflect, you cannot move on your next turn.

Evasion (Ex): At 2nd level and higher, an oathsworn can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the oathsworn is wearing light armor or no armor. A helpless oathsworn (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

QuickDraw: At 2nd level, you gain the QuickDraw feature.

Uncanny Dodge (Ex): Starting at 3rd level, an oathsworn can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Shinobi Eyes (Ex): At 4rd level, if you didn’t already have it, you gain dark vision within 30 feet.

Light on the feet: At 5th level, you gain no penalty for traversing difficult terrain.

Spirit Emblems (Su): At 5th level, the oathsworn gains spirit emblems. These emblems are used to activate your prosthetic tools and some combat arts. The amount you can carry at once is determined by your oathsworn level. Every time you kill something you reclaim 1 spirit emblem. You recover all of your spirit emblems after a long rest.

Combat Art: At 6th levels, the oathsworn chooses a combat art. He chooses more at the 12th and 18th levels. See combat arts at the bottom of the class.

Mikiri Counter (Ex): At 7th level, when deflecting a melee attack, you may choose to take a -10 to the roll. On a success, the opponent looses the rest of their attacks.

Improved Uncanny Dodge (Ex): An oathsworn of 8th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target’s oathsworn levels.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Kusabimaru Weapon Focus: At 9th level, an oathsworn gets Kusabimaru focus as a bonus feat.

Kusabimaru Weapon Specialization: At 10th level, an oathsworn gets Kusabimaru specialization as a bonus feat.

Greater Kusabimaru Focus: At 12th level, an oathsworn gets Greater Kusabimaru focus

Greater Kusabimaru Specialization: At 13th level, an oathsworn gets Greater Musabimaru specialization.

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-Oathsworns[edit]

When you stop being lawful, you no longer gain oathsworn levels and lose the Resurrection feature, but keep every other class feature already unlocked.

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable, put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





Back to Main Page3.5e HomebrewClassesBase Classes

Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Escape Artist +, Gather Information +, Hide +, Jump +, Listen +, Move Silently +, Open Lock +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim + and Tumble +
Skill Points6 +
TitleOathsworn - Sekiro +
Will Save ProgressionPoor +