The Claymore
T
hey appear to be fully human, save for their Claymores seem to go by only their first names they had
silver eyes and unusually light-colored hair. before ingesting Yoma, with some having nicknames due to
Certain individuals may have elf-like ears a personality trait, appearance, exceptional physical ability,
The most common hair colors are varying fighting style, or special technique.
shades of blonde or very light brown; silvery-
white is also occasionally seen. "Failed Female Names: “Teresa of the Faint Smile", "Quicksword
creations" may retain very noticeable traces Irene", "Muscular Sophia", "Stormwind Noel", "Phantom
of their natural hair color; however, this is due to faulty Miria", "Rippling Ophelia", "God's Eye Galatea",
hybridization, which also results in a lack of power. Darker "Windcutter Flora", "Twin Sword Undine", "Alicia/Beth the
hair therefore is a quality that is looked down upon and Black", "Winged Anastasia", "Tracker Dietrich", "Red Wall
ridiculed by more fair-haired warriors. . Violet", "Sand Cloud Abigail", "Beheader Letitia", "Hysteria
the Elegant", "Roxanne of Love and Hate", “Cassandra the
Stigma Dust-Eater", "Sistina the Divine Oracle", "Universal
Lutecia", "Heavy-Bladed Chloe", "Three-Armed Licht",
A Claymore's upper body also bears a stigma, a hideous "Empress Riful of the West", "Priscilla, the One-Horned
deformation that frightens most people who see it. This is Monster", "Fresh Blood Agatha", "Europa the Lazy", "Wild
said to be a result of taking Yoma flesh into their bodies. Horse Octavia", "Drill Sword Jean", "Shadow Hunter Nina",
The stigma itself takes the form of a large vertical incision "Blood Eye Miata or Soul Link Miata"
extending from the neck all the way down to the groin and,
without the aid of sutures, would burst open, causing the Claymore Traits
warrior's organs to spill out. once the Yoma flesh and blood
are placed inside, the claymore gains the ability to heal Ability Score Increase Your Strength score increases by 2
rapidly and, in the case of defensive warriors, regenerate Age They age at the same rate as humans but upon
whole limbs and organs. However, this particular wound reaching adulthood, Claymores cease to age, maintaining
would never heal. The Organization has tried numerous lifelong youth.
other methods other than crudely sewing the wound shut, Alignment Being monster hunters, Claymores tend to lean
but all efforts have been futile towards lawful neutral. However, they are not one to
disregard the fact that cruel acts sometimes deserve
Demonic appetite cruel punishment and their training under the
organization can break some members minds.
Claymores can survive on minimal amounts of food, Size Claymores tend to be slender, elegant, and taller than
needing only to consume a very small portion once every average, usually around approximately 5'7” to 6'1” in
couple of days, and can easily go a week without water or height for females. Your size is medium
nourishment. This loss of appetite appears to be a result of Speed Your base walking speed is 30 feet.
taking in Yoma flesh; Yoma are capable of staving off Born to be a Claymore The claymore Race can only be a
hunger for up to two weeks on end claymore class and nothing else.
Languages You can speak, read, and write Common and
Demonic Eye no other language.
Claymores' eyes are the only visible characteristic that Subrace Two main Types of Claymores populate the
undoubtedly sets them apart from regular humans. The worlds of D&D: Offensive and Defensive. Choose one of
irises are normally silver in color, but shift to gold when at these Types, they also serve as your class type.
least 10% of a Claymore's yoki is released. Blood toxin management You can control the amount of
toxins your body filters out. You can choose to become
intoxicated but unless otherwise incapacitated you are
Organization Uniform resistant to poison and other bloodborne toxins.
Claymores wear a Roman army-like uniform,
stylized in an Art Deco manner. It consists of a
light gray two-piece suit, When a Claymore is
deemed ready by the Organization, she is given a
rank and symbol. Each Claymore's symbol is
unique and serves as an identification marker.
Some Claymores are known only by their ranks
and symbols, rather than their appearances. Over
top of this, several pieces of plate armor are
worn: shin-high, slightly heeled metal boots
(sabatons), large wrist-guards (vambraces),
shoulder pieces (pauldrons) and a partial skirt
(fauld). Certain Claymores may have
modifications to their overall uniform to help
compensate for unique abilities.
Claymore Names
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Claymore Class
C
laymores are their own set of race and class
together. To be one is to be the other. Named
after the Great swords they wield, they are half- Claymore Class
human, half-Yoma hybrid warriors of the Proficiency Yoki
Organization. Normally, Claymores don't call Level Bonus Features Points
each other by the name "Claymore"; instead,
the humans gave them this name, alternatively 1st +2 ─ ─
referring to them as "silver-eyed witches/slayers." 2nd +2 Yoki Powers 8
3rd +2 ─ 10
Class features 4th +2 Ability Score Improvement 14
hit dice: based on claymore type 5th +3 Yoki Managment 14
hitpoints at 1st level: based on claymore type. 6th +3 Ability Score Improvement 16
hitpoints at higher levels: based on claymore type.
7th +3 Extra Attack 16
Proficiencies
Armor: you also gain proficiency with light and medium 8th +3 Ability Score Improvement 20
armor. 9th +4 ─ 20
Weapons: you gain proficiency with simple and martial 10th +4 Malefic Chemist 24
melee weapons.
Tools: none 11th +4 ─ 24
Saving Throws: constitution, strength 12th +4 Ability Score Improvement, 28
Skills: Choose two from athletics, perception, survival, Rampant Yoki
insight, acrobatics, deception. 13th +5 ─ 28
Equipment 14th +5 Ability Score Improvement 32
You start with the following Equipment. In addition to the 15th +5 ─ 32
equipment granted by your background:
16th +5 Ability Score Improvement, 36
You choose your Claymore carved with your mark at the Conviction
base of the blade. It has one of the following properties: 17th +6 ─ 36
Claymore 100 gp 1d10 8lbs versatile(1d12)
Claymore 100 gp 1d10 8lbs finesse 18th +6 ─ 40
Your Claymore Armor. While wearing it your 19th +6 Ability Score Improvement 40
AC=13+Dex/Str Modifier(player choice) 15lbs 20th +6 Controlled Awakening 44
(a) a dungeoneer’s pack or (b) an explorer’s pack
Black Card-By sending this to a creature, it marks you
for death. Any attack the creature makes on you has
advantage.
Yoki Powers
Starting at 2nd level you gain access to your Yoki Powers.
Your points are listed on the Class chart, You expend Yoki Awakened Beings
points in order to utilize Yoki techniques detailed near the Former Claymores who went over their 80%
end of this section. Should you go over your yoki Limit with limit and Awakened. Their forms vary greatly and,
a technique, you must make a Wisdom Saving throw. The similar to Yoma, have a desire to eat humans.
base DC=12, raising by 1 every consecutive point used over Even so, they are much stronger than Yoma, who
limit. Should you fail, Your characters gives themselves into are often reduced to working for Awakened
their baser desires and transforms into an awakened being Beings as expendable drones. Awakened Beings,
described in the awakening section. You regain all officially, are known to humans as Voracious
expended yoki points after a long rest. Eaters, and are explained as simply being Yoma
that have simply lived too long and as a result
have become more powerful. This lie was made
up in order to cover up the fact that it is actually
Claymores themselves who become this bigger,
stronger type of Yoma.
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Windcutter-When you take an attack of opportunity, you
Yoki Techniques can spend 2 Yoki points in order to attack again. The cost
Shadow chaser-you spend a bonus action on your turn and multiplies itself by 2 for subsequent uses. For example, if
2 yoki points to pinpoint a target enemies yoki. All you use windcutter once to attack twice during an attack
subsequent attacks against that target made by you are of opportunity, it will cost 2 points. To use it twice on one
made with advantage. You also gain an attack of attack of opportunity causes it to cost 4 yoki points, three
opportunity even should the target disengage. Every time times causes it to cost 8 points and so on.
you attack, spend a yoki point. Dust-eater-Spending yoki points when you make an attack,
Phantom Step-You focus your yoki for an extreme burst of you sweep your entire body at an unnaturally low height,
speed. When you are attacked by an enemy you can your opponent must make a strength or dexterity saving
spend a yoki point and use your reaction to impose throw(their choice) if failed they are knocked prone. The
disadvantage on the attack. DC is equal to 5+(your strength or dex mod)+(yoki Points
Hysterias Elegance-if the attack misses you can then spent).
spend another 2 Yoki points to counterattack in a burst Yoki Link- You can spend an action to link with a creatures
of speed. yoki energy. You can then take one of these bonus actions
Muscle Enhancement-You focus your yoki into your at a time.
muscle structure, As a bonus action you can enhance Sensory Control- You can spend 3 yoki points to take over
your muscles for an extended time after spending 3 yoki the opponent's senses. They must make a wisdom saving
points. Gain one of the two effects throw(DC=15) and take 1d6 psychic damage. If they fail
Stormwind movement- add 1d10 to your base walking you can then confuse the senses by causing them to see
speed(round up) and take no attacks of opportunity. a simple illusion as if it is actually there.
Spending more yoki points can increase the walking Aided Healing-You can spend extra yoki points to aid in an
speed by 1d6 for each extra yoki point spent. allies regeneration. While linked you can increase their
Muscle Gain-You gain 1d4 in temporary hit points and healing by 1d4 per yoki points spent.
an additional +2 damage on hit. You can spend more Strong Sword-When you make an attack you can spend
Yoki points to increase the temporary hit points by 1d4 your yoki points and a bonus actions to anchor your
per extra yoki point spent. sword in the ground. When your next attack hits an
Ripple Sword-You spend 2 yoki points. By focusing Yoki in enemy it does an additional 1d4 damage. You can spend
your arm and making small, undulating movements, your extra yoki points in order to increase the damage by 1d4
sword appears to ripple In the air. You can use the per points spent.*possible offensive
bizarre movements to maneuver around the enemy's Gentle Sword-when an opponent makes an attack against
guard. Your next attack against an enemy is made with you. You may spend a reaction and yoki points to deflect
advantage. if they are using a shield, you ignore the the attack with surprising gentleness. If it hits you may
Bonus AC. decrease the attacks damage by 1d10, this can be
Limb Extension-By using your Yoki in a very precise way, increased by 1d8 by spending extra yoki points. If the
as a bonus action, you can extend the musculature of two attack misses you can then deflect the attack towards a
of your limbs in order to extend your reach for one target within the initial attacks range, even back at the
attack. Spending 3 points your reach extends up to 30 attacker.*possible defensive
feet. You also gain use of the drill sword technique. Sixth Sense-Unlocked at level 18. You spend an action to
Drill Sword-After using Limb Extension,You can spend completely dull your yoki senses and focus purely on
an action and a bonus yoki point to contort your your physical senses, causing you to enter a heightened
extended limbs in a screw like fashion, you forgo the state. While in this state you can not use any other Yoki
range given by extended limbs but the next attack made Techniques. But gain access to the following boost. You
by you does an additional 2d6 piercing damage. The gain proficiency in survival, perception and investigative
damage can be increased by 1d6 by spending more yoki checks. You can not be surprised. Any attacks made
points and spending more actions revving up the attack. against you have disadvantage. Any attacks made against
Yoki detection-As an action, you focus your senses you provoke an attack of opportunity. On top of any other
outward. You spend 1 yoki point, gaining advantage on all attacks of opportunity you may take.
perception checks for creatures or living entities. Yoki Tracking-By spending a short rest concentrating, you
Yoki Prediction- you spend a bonus action reading the yoki can extend your yoki detection vast distances to track a
of the enemies around you, by spending 3 yoki points, for certain yoki signature. You can pinpoint the Yoki of any
the next 10 minutes all attacks made against you AND all enemy you have encountered before and can easily track
attacks you make have disadvantage. them within 5 miles. While locked on to them you can
Rafael’s yoki cloak-By spending an Extra 7 yoki Points spend extra yoki points(based on distance, 1 mile = 1
you can remove the disadvantage imposed on you by yoki yoki point) to Briefly sense the yoki surrounding your
Prediction and instead changed so that you have target and learn of any number of creatures around him.
advantage on subsequent attacks on the same target. Any Sword throwing- you can spend 2 yoki points and a bonus
dexterity saving throws you make are changed so that if action to take aim at an enemy. You can then spend your
you succeed you take no damage and if you fail you take next attack action to launch your sword at them with
half damage. supernatural accuracy. Your claymore gains ranged
Yoki copy-after spending at least a short rest observing an properties and you gain proficiency with it. Its range is
individual, you can then spend 1 yoki point in order to 50/150.
completely mimic any physical technique or movements
of theirs.
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