Samurai

The Samurai
Level Proficiency Bonus Features
1st +2 Samurai Training, I Shall not Bow, Fighting Style
2nd +2 Focus, Fighting Stances
3rd +2 Budo Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Meditation, Additional Fighting Stance
7th +3 Budo Archetypy Feature
8th +3 Ability Score Improvement
9th +4 A Matter of Honor, Additional Fighting Stance
10th +4 Budo Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Flowing Stances, Additional Fighting Stance
14th +5 Ability Score Improvement
15th +5 Budo Archetype Feature
16th +5 Ability Score Improvement
17th +6 Improved I Shall not Bow
18th +6 Improve A Matter of Honor, Additional Fighting Stance
19th +6 Ability Score Improvement
20th +6 Budo Archetype Feature

Bowing in front of his lord, the armored warrior picks up his helmet and turns on his heel, exiting the palace’s keep. Before him, the defenders are buckling under the weight of the enemy’s numbers. Narrowing his eyes, the warrior picks his targets, then, in a flash, draws his sword. Half a dozen attackers fall without even noticing the unbelievably swift blade of the warrior that cuts them down as he rushes past, headed for their general. A meditating warrior is disturbed by a sensation of filth in his mind. Uncrossing his legs, he picks up his weapon and heads for the window. Outside, a disgusting Oni is intent on opening the window of a nearby house. Taking a running start, he jumps out of the window, his sword sliver of silver in the moonlight. His first slash takes off the demon’s arm at the shoulder, spraying the wall with ichor. As the abomination turns to flee, the Oni-Sureiyaa speaks a word in an ancient tongue, freezing it in place before closing in for the kill. Two warriors confront one another in a deserted street. One is nervous, eyes darting to and fro, sweat slicking his sword’s handle. The other is still as a rock, his eyes hard and determined as he studies his enemy. The first fighter rushes forward, hoping a sudden attack will win him the duel. With nonchalance, the experienced kensei sidesteps and opens his enemy from shoulder to hip with a single stroke of his sword. Samurai are many and varied, each with a different story and goal, but formidable warriors one and all, whose determination allows them to resist blows that would be fatal to any other man through sheer force of will and then cut down their enemy with a final stroke.

Class Features

As a samurai, you gain the following class features:

Hit Points

  • Hit Dice: 1d10 per Samurai Level

  • Hit Points at 1st Level: 10 + your Constitution modifier

  • Hit Points at higher levels: 1d10 (or 6) + your Constitution modifier per samurai level after 1st

Proficiencies

  • Armor: Light Armor, Medium Armor, Heavy Armor

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  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: choose two skills from Athletics, Acrobatics, Animal Handling, History, Intimidation, Perception, Persuasion and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a) chain shirt or b) leather, longbow and 20 arrows
  • a) two martial weapons or b) 4 simple weapons
  • a) an explorer’s pack or b) a dungeoneer’s pack

Samurai Training

When you use a melee weapon that does not have the Heavy property, you can can engage in two weapon fighting using a melee weapon with the Light property in your other hand.

I Shall Not Bow

You can muster your last reserves of vitality to finish off a mighty enemy. Whenever you take damage that would bring you to 0 hit points or less, you may choose instead to fall to 1 hit point. If you choose to take the full damage, this feature is not expended and you may use it as soon as you regain a least 1 hit point.

This feature recharges on a long rest. Starting at 17th level,this ability recharges instead on a short or long rest.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Hand and a Half

When wielding a versatile weapon in two hands, you gain a +1 to attack and damage rolls.

Focus

Starting at second level, you can focus your mind on your weapon, allowing you to be more efficient for a short period

of time. As a bonus action, you may focus: you are treated as if you were concentrating on a spell. If your concentration is not broken, at the beginning of your next turn you may choose to continue focusing: for each turn you spend a bonus action focusing, you gain a +1 bonus to attack and damage rolls, to a maximum of +3, on every attack you make on your following turn. While focusing, you have disadvantage on attacks of opportunity. As an action whenever you take this bonus action, you may deepen your focus to add another +2 bonus (while the maximum remains +3). You lose your focus if you do not spend a bonus action on your turn to keep it.

Fighting Stance

Beginning at 2nd level, you learn various stances that allow you to be more efficient in combat. Provided you are in combat (initiative has been rolled), you may enter a stance as a bonus action on your turn; in the round you enter a stance or switch from one stance to another, all melee attacks directed against you have advantage. Switching from one stance to another requires a bonus action.

You learn two stances at 2nd level and one more at each of these levels: 6th, 9th, 13th, 18th.

Each particular stance grants you new abilities, as listed below:

Viper

As a reaction, you may impose disadvantage on the next melee attack against you. If the attack misses, you may immediately attack the creature that missed as part of the same reaction.

Tiger

If you hit a creature with more than 1 consecutive attack (this carries on between turns), you inflict an extra 1d4 damage for each consecutive attack that hit it before the current one (to a maximum of 5d4). You must be at least level 5 to learn this stance.

Monkey

You may make an unarmed strike as a bonus action on your turn and you may Use an Object as a bonus action. You may utilize these features even if your hands are both occupied, but may not use an object that requires an opposable thumb if you use your feet (eg open a bottle or turn a doorknob).

Mantis

Whenever an opponent misses you with a melee attack, you can use your reaction to force a Str or Dex saving throw (their choice) DC=8+Str/Dex modifier (your choice)+your proficiency modifier. If the target fails its save, it falls prone and it loses all remaining movement this turn.

Crane

You have advantage on ability checks and saving throws to avoid grapples and pushes. If you pass one such ability check or saving throw, you can use your reaction to make an attack against the creature that forced the saving throw.

Rhino

When you would be hit with a ranged attack, you may use your reaction to add your proficiency bonus to your AC against ranged attacks for one turn. This bonus is added to

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your AC against the triggering attack as well, potentially causing it to miss.

Budo Archetype

At 3rd level, you choose an archetype that you strive to emulate. Choose Swift Blade, Kensei or Oni-Sureiyaa, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or 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 an attack action on your turn. The number of attacks increases to three when you reach 11th level.

Meditation

When you reach 6th level, when you take a short rest, you may choose to meditate for its duration. If you do, you must remain still, without undertaking any activity for at least one hour in a row. At the end of the rest, if you spend Hit Dice to regain hit points, you add your Wisdom modifier, in addition to your Constitution modifier, to each die rolled.

A Matter of Honor

When you use the I Shall not Bow feature to avoid falling to 0 hit points, you gain advantage on all attacks against the creature that dealt the damage until you are reduced to 0 hit points or until you are targeted by any friendly creature other than yourself with a healing effect. At 18th level, any attacks that gain advantage through this feature add your Wisdom modifier to the damage they deal.

Flowing Stances

Starting at 13th level, you learn to switch your fighting stances more gracefully, leaving enemies a smaller opening to attack. From now on, when you change your fighting stance, all enemies adjacent to you may make an attack against you as a reaction, but you no longer grant advantage to attacks against you for the rest of the round.

Budo Archetypes

Swift Blade

The Swift Blade relies on speed and skill to defeat large numbers of enemies, quickly dispatching his first target before pouncing on the next one.

Swift Cleave

When you choose this archetype at 3rd level, you learn how to rapidly jump from one enemy to the other in succession. When you hit a creature with a melee attack on your turn, you

may immediately move up to half your speed and make an attack against another creature as a bonus action. In addition, you may Dash or Disengage as a bonus action on your turn.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity or Constitution check that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, you may increase the distance you can cover by a number of feet equal to your Strength modifier.

Double Cleave

Starting at 10th level, you may attack each creature you target with the Swift Cleave feature twice.

Rending Cleave

At 15th level, when you move at least 10 feet on your turn, any creature you attack suffers an additional 1d6 damage from your first attack against them.

Omnislash

Once per long rest, you can enter a state of impossible athletic capacity, jumping back and forth from enemy to enemy in a dizzying whirl of blades. For one minute, your Swift Cleave feature triggers on every attack you make, whether on your turn or not, without costing you your bonus action. You may attack the same creature any number of times with this feature.

Kensei

The Kensei, or sword saints, pass their entire life studying the way of the sword, reaching unimaginable levels of focus during combat.

Careful Observation

At 3rd level, when you focus, you learn to observe your opponents, giving you insight on where to strike. You gain 1d4 bonus damage to your attacks for every +1 you gain by focusing.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Samurai class levels (if any)

Improved Focus

At 10th level you gain a +2 bonus on the first turn you use a bonus action to focus and you have advantage on saving throws to keep your focus.

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Greater Focus

Starting at level 15 the maximum bonus you may gain from focusing is +4.

Swift Focus

At 20th level, you learn to rapidly pour all your fighting spirit into your weapon. 3 times per long rest, you may gain a +3 bonus to attack rolls when you use your bonus action to focus. The first attack that hits an enemy creature after this turn of focus is automatically a critical hit, and if the natural roll of the die would hve resulted in a critical hit regardless, roll the dice 3 times instead of 2. If you use your action to deepen your focus, all your attacks next turn will have this benefit, as well as the other bonuses gained from deepening focus.

Oni-Sureiyaa

The Oni-Sureiyaa are demon hunters. They protect settlements and cleanse the countryside of all kinds of otherworldy filth.

Spiritual Strike

At level 3, you know how to concentrate your ki into your strikes to help you dispatch the abominations you hunt. All your attacks count as magical for the purpose of overcoming resistances, but not immunities. In addition, your weapons act as conduits for the manifestation of your ki; you may use any weapon you are proficient with as a spellcasting focus.

Spellcasting

When you choose this archetype at third level, you learn to cast spells that help you destroy the unholy beings you hunt.

Cantrips You learn two cantrips of your choice from the Oni-Sureiyaa spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots The Oni-Sureiyaa Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.

Spells Known of 1st Level and Higher You know three 1st-level paladin spells of your choice. The Spells Known column of the Oni-Sureiyaa Spellcasting table shows when you learn more paladin spells of 1st level or higher.

Each of these spells must be o f a level for which you have spell slots. For instance, when you reach 7th level in this class,you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Oni-Sureiyaa spells you know with another spell of your choice from the Oni-Sureiyaa spell list. The new spell must be of a level for which you have spell Slots.

Spellcasting Ability Wisdom is your spellcasting ability for your Oni-Sureiyaa spells, since you gain your spells through meditation and self perfection. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Oni-Sureiyaa spell you cast and when making an attack roll with one.

  • Spell Save DC= 8 + your proficiency bonus + your Wisdom modifier
  • Spell Attack Modifier= your proficiency bonus + you Wisdom modifier
Oni-Sureiyaa Spellcasting
Samurai Level Cantrips Known Spells Known -1st- -2nd- 3rd 4th
3 3 3 --2 ----- --- ---
4 3 4 --3 ----- --- ---
5 3 4 --3 ----- --- ---
6 3 4 --3 ----- --- ---
7 3 5 --4 --2 --- ---
8 3 6 --4 --2 --- ---
9 3 6 --4 --2 --- ---
10 4 7 --4 --3 --- ---
11 4 8 --4 --3 --- ---
12 4 8 --4 --3 --- ---
13 4 9 --4 --3 2 ---
14 4 10 --4 --3 2 ---
15 4 10 --4 --3 2 ---
16 4 11 --4 --3 3 ---
17 4 11 --4 --3 3 ---
18 4 11 --4 --3 3 ---
19 4 12 --4 --3 3 1
20 4 13 --4 --3 3 1

Improved Spiritual Strike

At 7th level, your ki has become sensitive to unholy beings, enabling you to deal more devastating strikes. Once per turn, you may cause an extra 1d8 force damage with weapon attack. All damage you deal counts as magical for the purpose of overcoming immunities as well as resistances.

Steel Soul

At 10th level, you have witnessed enough of the horrors perpetrated by the filthy beings you pursue to be resistant to their effects. You have advantage on Intelligence, Wisdom and Charisma saving throws.

Spiritual Anchor

At level 15, you have learned to speak words that will latch your enemies to you, rendering all escape attempts futile. Once per short rest, you may force all hostile creatures within 30 feet of you to make a Charisma saving throw against your spell save DC. If they fail, they cannot move more than 30 feet away from you or use teleportation magic or planar travel; they must reveal their true form, and all your attacks against them have advantage. This effect last for one minute. At the end of each of its turns, a creature may repeat the saving throw, ending the effect on a success.

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Spiritual Shockwave

At level 20, your ki becomes so attuned to damaging your enemies that its mere presence results harmful to them. Whenever you cast a spell, you can deal force damage equal to twice the spell's level + your Wisdom modifier to any enemies within 30 feet of you.

Backgrounds

Ronin

You have been a "wave-man", with no place to call home, for quite some time now. Maybe you once served a Daimyo as a trusted counselor, but those times are long gone: you now wander alone in the wilderness, surviving with what you find, what other people spare for your sake, and what you can take with your sword.

Tools & Languages: one language of your choice, one type of artisan's tools.

Skill: Survival, Perception.

Equipment: a quarterstaff, traveler's clothes, a trinket from home (roll once on the trinket table) and a pouch containing 5 gp.

Feature: Old Friend

No matter the reason you left your home, one person there is still loyal to you. They can send you information on events that are happening home and, if need be, help you get in without being noticed or bring you an important object from inside.

Suggested Characteristics

Even in their disgrace, ronin can be extremely proud. Others though have embraced their poverty and make a point to take advantage of any generosity shown to them. Even still, ronin are skilled warriors, and should not be taken lightly.

d6 Personality Trait
1 I don't need anyone's charity; I'm fine on my own.
2 I am extremely grateful to my benefactors and will do anything to repay them.
3 My disgrace is temporary. Anyone who was below me before is still below me now.
4 Without my lord's guidance I feel lost.
5 I shamelessly accept anything I don't have to pay for, and in case anyone asks me to pay for something I already took, I am a very fast runner.
6 I never back down from a challenge.
d6 Ideal
1 By wandering I can help more people than I could staying in one place. (Good)
2 Serving one's lord even in disgrace is the ultimate sign of loyalty. (Lawful)
3 My honor comes before all else. (Lawful)
4 Under my lord, I was a servant. Now I'm my own master. (Chaotic)
5 I take what I want, from who I want. (Evil)
6 You live by the sword. You die by the sword. (Any)
d6 Bond
1 My fall was orchestrated by my enemies. I will redeem my honor.
2 I left my home because of a terrible crime. The authorities are still searching for me.
3 I had a terrible fallout with my lord, and although he seeks my services once more, I have not forgiven him.
4 A loved one was killed by a wandering warrior. I set out to find him.
5 I left my home to follow the footsteps of my master. I hope to meet him again someday.
6 I must become the strongest of warriors. By wandering I can confront myself with the best of the best.
d6 Flaw
1 I am overly suspicious of anyone I meet.
2 The best way to get to know a new place is by starting a fight.
3 I am unable to keep my expenses in check.
4 Any slight to my honor is a deadly insult.
5 I see no reason to repay my debts, be they material or of gratitude.
6 I will gladly let others fight in my place.

Hatamoto

You are one of the Daimyo's (or Shogun's) bannermen. When out on official business you speak with their authority, and in battle you lead your lord's troops to victory. You may have taken up adventuring to complete a secret mission for your lord, or to win their favor by proving yourself superior to other court members.

Tools & Languages: one language of your choice, Dragonchess Set or one type of musical instrument.

Skills: History, Insight.

Equipment: a stem or banner of your lord, Dragonchess Set or one type of portable musical instrument (choose based on your proficiency), a map of your home region and a pouch containing 15 gp.

Feature: Lord's Influence

You are a symbol of your lord's authority, and this makes you an object of admiration for his followers and a target for his enemies. You may request favors from supporters of your lord or give orders to followers that are lower along the hierarchythan you. Your lord's enemies, however, will never willingly help you, and may actively oppose you.

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Suggested Characteristics

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d6 Personality Trait
1 I proudly display my lord's colors even when this might not be convenient.
2 Subterfuge is for cowards, I prefer approaching my foes openly.
3 I always think carefully before acting.
4 I become restless if I am not in a position of power.
5 I follow my lord's orders without question.
6 I fight in the front lines alongside the lowly footmen.
d6 Ideal
1 I was put in a position of power to help those below me. (Good)
2 My loyalty is unwavering unto death. (Lawful)
3 Hierarchy means nothing compared to merit. (Chaotic)
4 I will rise to a position of power above that of my lord, and nothing will stop me. (Evil)
5 I must enforce the laws of the kingdom, even if they seem unfair. (Lawful)
6 I must better myself in order to achieve my goals. (Any)
d6 Bond
1 My lord elevated me from a lowly soldier to the position I have now. I am forever in his debt.
2 My life was saved in battle by a peasant. I cannot elevate his social standing, but I take care of him and his loved ones.
3 My master betrayed my lord, and my loyalty is torn between the two of them.
4 I developed a secret admiration for my lord's greatest enemy. I could never bring myself to kill him.
5 I am secretly in love with my lord's daughter/son, but their hand has already been promised in a political marriage.
6 I once failed in a vital task, and wish to prove myself worthy of my lord's trust once more.
d6 Flaw
1 I trust the judgment of those above me far too much.
2 I act honorably and expect my enemies to do the same.
3 Nobody insults my lord. Nobody.
4 Those below me are little more than insects.
5 Either you are with my lord or you are against him. And me.
6 My martial prowess is greatly exaggerated. Most of my successes are flukes.

Oni-Sureiyaa Spell List

Cantrips (Level 0)

Blade Ward

Booming Blade

Chill Touch

Fire Bolt

Green Flame Blade

Light

Ligthning Lure

Poison Spray

Ray of Frost

Sacred Flame

1st Level

Command

Compelled Duel

Detect Evil and Good

Detect Magic

Protection From Evil and Good

Searing Smite

Shield

Thunderous Smite

Wrathful Smite

2nd Level

Branding Smite

Invisibility

Knock

Lesser Restoration

Misty Step

Scorching Ray

Shatter

3rd Level

Blinding Smite

Blink

Counterspell

Crusader's Mantle

Dispel Magic

Elemental Weapon

Haste

Lighting Bolt

Protection from Energy

Remove Curse

Slow

4th Level

Banishment

Dimension Door

Greater Invisibility

Staggering Smite

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