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Ashigaru

Ashigaru

The Ashigaru are fighters inspired by the disciplined yet versatile soldiers of feudal Japan's Sengoku Jidai. These warriors are renowned for their adaptability on the battlefield, wielding everything from tanegashima arquebuses (early firearms) to spears, naginata, and even heavy ozutsu cannons. As soldiers trained to fight in formation or act independently, Ashigaru fighters focus on quick, tactical movements, ranged power, and the ability to shift between melee and firearms combat seamlessly. An Ashigaru is not just a soldier—they are experts in battlefield tactics, marksmanship, and close combat, easily switching between weapons to suit the changing tides of war. They represent the ingenuity and practicality of the common warrior, emphasizing teamwork, ambush tactics, and adaptability in battle.    

Marksman’s Precision

Starting at 3rd level, you learn how to wield early firearms with deadly accuracy. Firearms become martial weapons for you. You gain proficiency with the following weapons: arquebuses (light firearms), ozutsu (heavy firearms), and hand cannons. When you make a ranged weapon attack with a firearm, you gain the following benefits:
  • You can ignore the loading property of firearms, allowing you to fire multiple times per round.
  • When you take the Attack action and hit a creature with a ranged attack using a firearm, you can deal additional damage equal to your Proficiency Bonus once per turn.
  • Gunsmoke Stealth. After firing a firearm, your position becomes briefly obscured by smoke. Until the start of your next turn, creatures have disadvantage on ranged attacks against you if you fired a weapon that turn.
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    Weapon Versatility

    Also at 3rd level, you excel at switching between different weapons on the fly. You can use a bonus action to switch between a firearm and a melee weapon you are carrying, or vice versa. Additionally, spears, naginata, and pikes are treated as finesse weapons for you, allowing you to use Dexterity for their attack and damage rolls.     If you hit with both a melee and ranged weapon attack on the same turn, you can impose disadvantage on the next attack a target makes against you or an ally within 5 feet of you.    

    Tactical Maneuvering

    At 7th level, your experience on the battlefield allows you to coordinate movements and evade danger. When you take the Dash action, you can grant one ally within 30 feet of you the ability to move up to half their movement speed without provoking opportunity attacks.     In addition, you can Dash or Disengage as a bonus action on your turn.    

    Steel Discipline

    Starting at 10th level, your time on the battlefield has hardened your resolve. Whenever you take damage, you can use your reaction to reduce the damage taken by an amount equal to your Fighter level + your Constitution modifier. Once you use this feature, you cannot use it again until you finish a short or long rest.     Additionally, you have advantage on saving throws against being frightened or charmed, as your mental discipline keeps you focused even under stress.    

    Volley Fire

    At 15th level, your mastery over firearms allows you to unleash devastating volleys in combat. When you use your Action Surge to make additional attacks, each ranged attack you make with a firearm deals bonus damage equal to your Dexterity modifier.     Additionally, when you fire a ranged weapon attack that hits a target within 15 feet of another enemy, you can force the second creature to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the second target takes damage equal to your weapon’s damage die.    

    Master of War

    At 18th level, you become a paragon of battlefield mastery, balancing strategy with deadly precision. You gain the following benefits:
  • Unstoppable Reload. Firearms you wield no longer require ammunition; you conjure rounds from spiritual energy, representing your skill and focus.
  • Battlefield Commander. When an ally within 30 feet hits a creature with a weapon attack, you can use your reaction to allow them to make an additional weapon attack against the same target.
  • Perfect Timing. When you use your Action Surge, you can take two additional actions on your turn instead of one. Once you use this feature, you cannot do so again until you finish a long rest.

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