Hatamoto (5e Class)
Hatamoto[edit]
Wandering warriors that roams old battlefields across the lands, recovering weapons from the corpse of those who died in those places. They were once the one wearing the banner of their clan, representing their ideals and being by the side of the clan leader in battle. Now their clan is a memory of the past, and they are the only proof of their existence.
A nameless man walks alone along the road, wearing rusted pieces of armour on him and a few broken blades around his waist, the banner behind his back being the only thing that seemed cleaned on him. The bandits decide to strike now and suround him in a instant, their leader shouting the stranger to give all of his possession. He doesn't have the time to finish his sentence, a ghostly blade cutting his throat in a second. The rest of the bandits flee the scene while the man kneel in front of the corpse, taking the dagger from the thief.
A Hobgobelin sings a song while resting on a hill. Several swords are surrounding him, alongside the uncovered corpses of warriors that passed away a long time ago. A pack of wolf seems to have surronded him when he had his eyes closed, and the first one jumps on him while he slowly got up. His sword cut the belly of the beast whose entrails start to rot instantly. The rest of the pack run away, realizing the threat of their opponent, while he continues his song, taking his small banner with him.
The demon looks at the Tabaxi in front of him with a smile on his face. She is standing on one leg, her banner being the only thing keeping her from falling down. The fiend prepares his last attack when he realizes that her posture seemed to have change slightly. Thinking that it was just his imagination, he goes for the strike, but is shocked when he realizes that his head seems to no longer be attached to his body. He falls to the ground while a ghostly figure leaves the tabaxi body.
Regardless of the origin or path of these lost souls, there is one thing that unite them all, they are hatamoto, the bearer of a dead banner.
Creating a Hatamoto[edit]
Was your clan destroyed, or did it shatters into several factions of which you alone represent the root of whot it was (even if you were the youngest warrior in your clan)? Did you have your Daisho(nodachi or naginata) passed down to you by your parents, or did you acquire your weapons known as the soul of a Samurai from the local lord of your residence or your master? Did you always have a soul that was meant for honorable deeds in word, action and thought? If this is so, what drove you to such selfless service?
Quick Build You can make a Hatamoto quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom then Constitution. Second, choose the Soldier background.
Class Features
As a Hatamoto you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hatamoto level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hatamoto level after 1st
- Proficiencies
Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: A gaming set and one artisan’s tool of your choice
Saving Throws: Strength,Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Religion and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor (Samurai Kimono) or (b) Chain mail (Samurai Armor)
- (a) a longsword (Katana) and a dagger (Tanto), or (b) a greatsword (Nodachi) or a glaive (Naginata),
- a shortsword (Wakizashi)
- (a) a scholar's pack or or (b) an explorer's pack
Level | Proficiency Bonus |
Yūrei Blade | Features | —Spell Slots per Spell Level— | ||||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | ||||
1st | +2 | 1d8 | Sashimono, Spirit Beacon | 2 | — | — | — | — | — | — |
2nd | +2 | 1d8 | Isan Symbol | 3 | — | — | — | — | — | — |
3rd | +2 | 1d8 | Battlefield Wanderer | 4 | 2 | — | — | — | — | — |
4th | +2 | 1d8 | Ability Score Improvement | 4 | 3 | — | — | — | — | — |
5th | +3 | 2d8 | Extra Attack | 4 | 3 | — | — | — | — | — |
6th | +3 | 2d8 | Battlefield Wanderer(2) | 4 | 3 | 2 | — | — | — | — |
7th | +3 | 2d8 | Isan Symbol Feature | 4 | 3 | 3 | — | — | — | — |
8th | +3 | 2d8 | Ability Score Improvement | 4 | 3 | 3 | — | — | — | — |
9th | +4 | 3d8 | Battlefield Wanderer(3) | 4 | 3 | 3 | 1 | — | — | — |
10th | +4 | 3d8 | Way of the Forgotten | 4 | 3 | 3 | 2 | — | — | — |
11th | +4 | 3d8 | Isan Symbol Feature | 4 | 3 | 3 | 2 | — | — | — |
12th | +4 | 3d8 | Ability Score Improvement | 4 | 3 | 3 | 3 | 1 | — | — |
13th | +5 | 4d8 | Battlefield Wanderer(4) | 4 | 3 | 3 | 3 | 2 | — | — |
14th | +5 | 4d8 | Nobori | 4 | 3 | 3 | 3 | 2 | — | — |
15th | +5 | 4d8 | Isan Symbol Feature | 4 | 3 | 3 | 3 | 2 | 1 | — |
16th | +5 | 4d8 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — |
17th | +6 | 5d8 | Battlefield Wanderer(5) | 4 | 3 | 3 | 3 | 2 | 1 | — |
18th | +6 | 5d8 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
19th | +6 | 5d8 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
20th | +6 | 5d8 | Isan Symbol Feature | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
Spellcasting[edit]
As a bearer of the clan's banner, you have the ability to perform magic using the knowledge that was given to you upon your intronisation.
- Spells Known 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.
You have the knowledge of 3 spells at level one. The spells learned must be of a level for which you have spell slots.
- Spellcasting Ability
Wisdom is your spellcasting ability for your hatamoto spells, since you learn your spells through meditation and communion with the spirits. 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 a hatamoto 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 + your Wisdom modifier
- Ritual Casting
You can cast a hatamoto spell as a ritual if that spell has the ritual tag and you have learn the spell.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your hatamoto spells.
- Learning Spells of 1st Level and Higher
Each time you gain a hatamoto level, you can add one hatamoto spells of your choice to your spells known and switch one of the spell you know for another one of the same spell list. Each of these spells must be of a level for which you have spell slots, as shown on the hatamoto table. On your adventures, you might find other spells that you can add to your spellbook.
Sashimono[edit]
You start out with the banner of your clan it represent your honor and the souls of your ancestors. This banner can be attached to your armor or be held with one hand and can be used as a spellcasting focus for your hatamoto spells. If your banner is lost or destroyed, you can perform a ritual that last for one hour to recreate one. At level 5 a creature that sees your banner Ihas advantage on saving throws against being frightened. Additionally at the 7th level your Sashimono can be treated as a weapon that deals 1d8 bludgeoning damage. This weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Yūrei Blade[edit]
Your connection to the souls of the dead allows you to reinforce your attacks. When you take the attack action you can add 1d8 necrotic damage to one of your damage roll. You can use this feature a number of times equal to your wisdom modifier (minimum one time) and you regain all uses after a long rest. The number of d8 increases when you level up as indicated on the table.
Isan Symbol[edit]
Upon reaching 2nd level, choose a legacy that you embody. Choose either Shōkan, Fukushū, Bitoku or Meiyo. The archetype you pick grants you features at 2nd level, and again at 7th, 11th, 15th, and 20th level.
Battlefield Wanderer[edit]
Upon reaching 3rd level, you have settled into the way of the wanderer. You can spend a minute to recover a weapon which belonged to a dead creature and infuse the soul of the late weapon's owner in it, creating a Shoji by expending one spell slot. As a bonus action, you can release the spirit to battle at your side. You can control the spirit with your bonus action during each turn. The spirit can only take the attack or the dash action, and it has a walking speed of 40 feet. The spirit can move through non-magical solid matter but can only attack creatures and objects you can see. You can only have one of such weapon at a time. The spirit is active for up to a number of minutes equal to your hatamoto level or until its hit points are reduced to 0 before it disappears and the weapon lost this ability and cannot be used the same way again.
Starting at 6th level, you can have 2 Shoji at the same time and can release and control either one or both of them during your bonus action.
Starting at 9th level, the number of Shoji you can have at a time passes at 3.
Starting at 13th level, the number of Shoji you can have at a time passes at 4.
Starting at 17th level, the number of Shoji you can have at a time passes at 5.
Ability Score Improvement[edit]
Upon reaching 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Upon reaching 5th level, when you take the attack action, you may attack an additional time.
Way of the Forgotten[edit]
Beginning at 10th level, you feel obligated to remember those long forgotten. When making a melee weapon attack, you can chose to expand a spell slot to channel the skills of long dead warriors, giving you advantage on your attack. If the spell slot is of a level 3 or higher, your attack scores a critical hit on a roll of 19 or 20. If the spell slot used is of a level 6 or higher, your attack scores a critical hit on a roll of 18, 19 or 20.
Nobori[edit]
Beginning at 14th level, you gain the ability to summon the great banner of your clan. Using an action, you conjure an image of your banner that is 20 feet in height directly behind your back. This banner gives you and your allies the following bonuses if you are within 30 feet of it :
- You have advantage on death saves
- You have resistance to radiant and necrotic damages
- You have advantage on attack rolls against ennemies within the Nobori area of effect
- You are immune to the following conditions : frightened, charmed, stunned, petrified, blinded and deafened
The banner stays up to 10 minutes or until you are knocked unconscious. You can only use this feature one per long rest. When you reach level 20, the area of effect increases to 60 feet.
Isan Symbol[edit]
Shōkan[edit]
The Isan Shōkan is the way of the unbreakable guardian. Those who wore the symbol often protected their lord, being always next to them to shield them with their body when the time came. Now, they follow a path of redemption, for the legacy of their clan is but a list of atrocities.
Shōkan Spells[edit]
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Shōkan Spells table. Each spell counts as a Hatamoto spell for you, but it doesn’t count against the number of Hatamoto spells you know. These spells can’t be replaced when you gain a level in this class.
Hatamoto Level | Spells |
---|---|
2nd | absorb elements, shield of faith |
3rd | warding bond, enhance ability |
6th | wall of water, remove curse |
9th | wall of fire, fire shield |
12th | wall of stone, raise dead |
Iron Will[edit]
Upon choosing Shōkan at the 2nd level you gain Constitution Saving Throw. If you have to make a Saving Throw against a spell, you can expend a Spell Slot to gain advantage for that Saving Throw. The level of the Spell Slot used must be equal or superior to half of the Spell level, cantrips requiring at least a level 1 Spell Slot. When you reach level 9, you can use this feature on cantrips without expanding a Spell Slot.
Dual Sacrifice[edit]
When you reach 7th level you gain the ability to redirect attacks that should harm your allies. If a friendly creature is attacked successfully by an opponent while you are 10 feet away, you can chose to take the damage instead. When you do so, you can use your reaction to make an opportunity attack on the hostile creature. You can use this feature a number of times equal your Strength modifier (minimum of 1 time).
Banner of Warfare[edit]
At 11th level, your use of the Sashimono has become so skilled that you developped a new fighting style around it. While you have your Sashimono in one of your hands, you gain a bonus of +2 to your AC. Also, when you attack with it, you can add your Wisdom modifier to the damages dealt.
Unbreakable Resolve[edit]
At 15th level, your Nobori reinforces your determination and your body against any threat that would come your way. All friendly creatures in the area of effect take half of the damages dealt against them made by non-magical attack. Also, they gain during each beginning of their turn 1d10 hit points as long as they are conscious and not incapacitated.
Unmoving Warrior[edit]
At level 20, you become an unbreakable opponent. You gain +1 AC for each Shoji weapon at your disposition (you lose this bonus when you conjure the spirits). Also, you gain resistance to slashing, piercing and bludgeoning damage from non-magical attack as long as you have your Sashimono in one of your hands.
You can also use a Spell Slot as a reaction when you receive an attack to inflict necrotic damages equal to the level of the Spell Slot used times 10.
Fukushū[edit]
Those who follow the Fukushū Isan are the most relentless warrior across the land when it comes to hunt an opponent, being ruthless warrior specialized in the use of the blade. They follow a simple code of justice were a wrong done against them ar their clan should be retributed in turn. By their values, they lack a will to forgive, choosing punishment over salvation.
Fukushū Spells[edit]
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Fukushū Spells table. Each spell counts as a Hatamoto spell for you, but it doesn’t count against the number of Hatamoto spells you know. These spells can’t be replaced when you gain a level in this class.
Hatamoto Level | Spells |
---|---|
2nd | thunderous smite, jump |
3rd | branding smite, misty step |
6th | blinding smite, haste |
9th | staggering smite, otiluke's resilient sphere |
12th | banishing smite, destructive wave |
Onimaru[edit]
Upon choosing Fukushū at the 2nd level you can choose one melee weapon that you own, this weapon becomes your Onimaru. This weapon damages are treated as magical and a creature that was striken by this weapon cannot heal during the same turn. Also if an attack is made with your Onimaru while using the Yurei Blade, you can choose to forgo the extra damage in order to knock the creature prone. At any moment, you can spend an hour in order to perform a ritual to make a new melee weapon an Onimaru, in which case the previous one loses this status and bonuses.
All Killer[edit]
Starting at 7th level your Yurei Blade and Spells damage ignore necrotic resistance. Also, your Onimaru weapon gain a +1 bonus to both attack rolls and damage rolls.
Furious Swiftness[edit]
Starting at 11th level you now regain a Yurei Blade use if you have none each time you roll initiative, and all uses on a short rest. Also, you can now add your Strength modifier to your initiative roll (minimum of +1).
Overwhelming Aura[edit]
Beginning at 15th level when you use your Nobori, all flying creature in its area of effect are knocked prone and have their flying speed reduced to 0 as long as their are in the area of effect. Also, creatures have their walking speed reduced to 0 unless they succeed a Strength Saving Throw against your spell DC. Also, your Onimaru weapon gain now a +2 bonus to both attack rolls and damage rolls.
One Strike[edit]
Starting at the 20th level, when you take the Attack action on your turn, you can make one additional attack as part of that action.
Also, once per turn, you can choose to forgo all attacks to make one attack with your Onimaru as an action. If the attack succeed, the creature needs to make a Dexterity Saving Throw against your Spell DC. If it fails, its hit points are reduced to 0 as its body is cut in half. If it succeed, it takes 6d12 slashing damages and 4d12 necrotic damages. You need to expend a level 5 or higher Spell Slot in order to activate this feature.
Bitoku[edit]
The Bitoku Isan is the legacy of valor, those who follow this path used to be great diplomat and were the best of their kind when motivating their brother of battle. Your clan was well-known for its strong values and did efforts to spread it across the land. Now, you are the only one still defending them, using your action to spread your clan values so that new people adopt them and make them theirs.
Bitoku Spells[edit]
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Bitoku Spells table. Each spell counts as a Hatamoto spell for you, but it doesn’t count against the number of Hatamoto spells you know. These spells can’t be replaced when you gain a level in this class.
Hatamoto Level | Spells |
---|---|
2nd | charm person, bless |
3rd | detect thoughts, suggestion |
6th | catnap, beacon of hope |
9th | aura of life, charm monster |
12th | reincarnate, mislead |
Speech of the Mind[edit]
Upon choosing the Bitoku Isan at the 2nd level, you can add your Wisdom modifier to your charisma skills checks during social interactions (minimum bonus of +1). You also gain proficiency in one skill in this list : deception, intimidation, performance or persuasion.
Silent Bravery[edit]
At the 7th level, you can spend a moment to provide your group with a peaceful motivation. You can spend ten minutes to give you and up to seven other creatures 1d12 + your Wisdom mofier temporary hit points (minimum of +1).
Strength of the Will[edit]
Upon reaching 11th level, you are immune to the frightened and charmed conditions. If a creature tries to charm or frighten you, you can force them to make a Charisma Saving Throw against your spell DC, if the creature fails, it becomes frightened and must take their turn to use their action to dash and move as far as possible away from you, even if you are out of line of sight. You can use this ability a number of time equal to your Strength modifier (minimum of 1 time), and you regain all uses after a long rest.
Source of Inspiration[edit]
Starting at 15th level, your Nobori becomes a source of courage for your allies. Every friendly creatures in the area of effect of the Nobori has advantage on all Saving Throws.
Legendary Quietude[edit]
Upon reaching the 20th level, you become a source of inspiration and respect for every allies and ennemies crossing your path. You gain expertise in three skills of your choice. Also, if you or a friendly creature that you can see misses a skill check, you can use your reaction to add your Wisdom modifier to the result in order to try to change the outcome.
You also gain the ability to change the outcome of an encounter. If a friendly creature 30 feet away from you make an attack roll, you can use your reaction to add a +2d8 bonus to their roll. You can use this feature a number of time equal to you Wisdom modifier (minimum 1 time).
Meiyo[edit]
The Meiyo Isan is the way of those who defend the honor of the clan they represent by bettering their understanding of the flow of magic. They are the proudest warrior, taking offense when someone insult their ability or their clan. Even if what they fought for is long gone, those hatamoto still defend the image and glory of this bygone era.
Meiyo Spells[edit]
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Meiyo Spells table. Each spell counts as a Hatamoto spell for you, but it doesn’t count against the number of Hatamoto spells you know. These spells can’t be replaced when you gain a level in this class.
Hatamoto Level | Spells |
---|---|
2nd | find familiar, thunderwave |
3rd | dust devil, web |
6th | counterspell, dispel magic |
9th | fabricate, polymorph |
12th | creation, telekinesis |
Occult Knowledge[edit]
Upon choosing Meiyo at the 2nd level you learn to use the flow of magic more effectively. You regain a number of level of Spell Slot equal to half of your Hatamoto level during a short rest (at level 10 you can for example regain up to 5 Spell level : a level 3 Spell Slot and two level 1 Spell Slot is one combination you could take).
Spiritual Glory[edit]
At the 7th level your understanding of the engraved souls becomes perfected. When a Shoji attack, you can apply the Yurei blade feature to their attack as if you were using it.
When a Shoji attacks a creature that is 5 feet away from a friendly creature, they have advantage on their attack. Also, if one of your Shoji is next to you, you can forgo their attack in order to make an additional attack without advantage during this turn, you can only use this feature once per turn. You can use this feature a number of times equal to your Wisdom modifier + 1 (minimum of 1 time).
Dual Mastery[edit]
Upon reaching 11th level you learn a new way to combine your magic with your martial prowess. When you use a spell as an action, you can use your bonus action to make a melee attack. You can use this feature a number of times equal to your Strength modifier (minimum of 1 time).
Resolution and Renown[edit]
Starting at 15th level, your Nobori becomes a symbol of your strength and of your willpower. A creature inside the Nobori area of effect that attempts to attack you must succeed a Charisma Saving Throw against your spell DC or fail their attack.
Spiritual Power[edit]
Upon reaching the 20th level, your link to the spirits become stronger. When you conjure a Shoji, it gains 20 temporary hit points. Also, if an hostile creature end its turn 15 feet away from you while you are not incapacitated, they take 1d10 + your Wisdom modifier necrotic damages.
Hatamoto Spell List[edit]
- 1st
bane, cause fear, command, compelled duel, detect magic, false life, feather fall, hex, identify
- 2nd
aid, animal messenger, augury, blindness/deafness, blur, gentle repose, lesser restoration, magic weapon, spiritual weapon
- 3rd
bestow curse, elemental weapon, feign death, life transference, revivify, speak with dead, vampiric touch, fear, phantom steed, wind wall
- 4th
blight, death ward, faithful hound, shadow of moil, stoneskin
- 5th
circle of power, geas, greater restoration, hold monster, legend lore, raise dead
- 6th
circle of death, fizban's platinum shield, forbiddance, investiture of stone, soul cage, investiture of stone
- 7th
mordenkainen's sword, power word pain, regenerate, resurrection, symbol
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Hatamoto class, you must meet these prerequisites: Str 13 and Wis 13
Proficiencies. When you multi class into the Hatamoto class, you gain the following proficiencies: light armor, medium armor, heavy armor, simple weapons, martial weapons.
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