Hitokiri (5e Class)
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Hitokiri[edit]
I've slain everyone who've mocked me. You'd better be careful, too. It wouldn't be funny if the dog you took in bit yer hand off.
Heaven’s Punishment[edit]
The man walked amongst the crowd, the general hustle and bustle of the festival drowning out almost all other sounds save for the laughter of the crowd. Shoving past the crowded streetside with the crimson scabbard resting on his shoulder, his gait undignified and his appearance shabby, the manslayer walked past the disfaced storefront with an annoyed huff. His irritation practically scribbled on his features. The man is going to die. The hitokiri knows this. His fate has already been sealed, and there is no escaping it, and he is woefully unaware of this fact. A flash of a blade, and a glint of steel, and his head fell separate from his body with a geyser of blood. The laughter continued, unaware of the killing. The hitokiri flicked his blade, sheathed his sword, and kept on his way.
As an Orc silently drinks his ale an Eladrin dressed in the ragged, travel-worn remains of a kimono stepped through the doors of the tavern. Two men glowered at the hitokiri from one of the nearby corners. The Orc snickers, then continues drinking his ale. Without waiting for the assassin to draw his blade the two men attack. With unnatural speed the Eladrin lazily dodges the first jab, throwing a mug of ale into the man’s face before tossing a chair toward the second man before he could react and in a single blink of an eye, his curved blade presses at the other's neck. The Eladrin brought up the declaration of Heaven's Punishment, and the declaration was understood. Move or die.
Regardless of the origin or path of these manslayers, one thing is certain, they are all known as Hitokiri.
Manslayers[edit]
Although ninja come to mind within popular nomenclature as the traditional Japanese agent of sabotage and assassination in the shadows, hitokiri were more prominent during more peaceful times such as the Edo Period and were more explicitly sought for the need to execute others with a greater degree of social flexibility and camouflage, as akin to hitmen; while samurai were allowed to strike down those who offended them, social standing was of utmost importance to those of higher class, and cutting down offenders demanded evidence and lawful reason with legitimate weight of action lest they risk dishonor and be forced to commit seppuku, or be punished by public execution, especially if targets in mind held major social influence and were of nobility.
Essentially acting by proxy, hitokiri in turn were not bound to these strict codes, and were of or could masquerade as ronin and lower ranking samurai, acting as the swords of their superiors and clientele. With their guise, hitokiri were able to strike within the bustle of city crowds as well as the darkness of night and the obscurity of privacy, could also join in the chaos of battle to seek out priority targets while their allies provided distraction, and upon finishing their job, could immediately fade out of public awareness without drawing attention to their superiors. Due to their tactics, their blindsiding and obfuscated nature had their acts appear as if they were the enactment of heaven’s judgment by calamity of the everyday world, and popularly in turn, it was considered custom to leave behind notes reading tenchu, or "heavenly punishment" upon a successful hit to also demoralize and weaken the spirit of their victim's associates, and especially if another series of attacks was needed in times of political unrest or quiet yet another seething civil war. While existing throughout Japanese history, hitokiri were particularly active during the turbulent years of the Bakumatsu, when both the Ishin Shishi and Bakufu required swordsmen who moved in the shadows, silencing their enemies swiftly and disappearing without a trace. These hitokiri were frequently unknown except in certain circles, where they would often take "professional" names like "Hitokiri Battōsai" and "Hitokiri Kurogasa". Frequently, hitokiri who fail their missions and are captured for interrogation commit seppuku in order to keep their secret orders from being known and sometimes, for the purpose of keeping certain assassinations secret, the hitokiri himself would be murdered or "erased" by his so-called comrades, thereby eliminating the full knowledge of his actions from the world.
Though some consider hitokiri merely murderers, those within the profession have said of that the difference between murderers and hitokiri lies in the fact that, while a hitokiri chooses to become a killer of his or her own free will, the targets to be slain are always chosen by someone else. Any hitokiri who breaks this rule to resolve a purely personal grudge opens himself to discovery, threatening himself, his benefactor as well as his missions and will likely meet a shameful end. Many, whether outright murderers or shameless braggarts, have claimed to be hitokiri in order to make others fear them, but it is said that being a hitokiri is not about killing - Not only does when one turn down the path of a hired blade to kill for a purpose and ambition, but a true hitokiri carries the weight of the lives he's taken upon his back as they drag him down into a hell of his own making all throughout his life for that very motivation. Often, one carries the weight of his assassinations for the rest of his days and those in the know are able to tell a hitokiri by his very presence or the depth of his stare.
Creating a Hitokiri[edit]
By Tete |
To be a hitokiri one must ask themselves, what drew you to the life of being a political assassin, or hitman? Did you join of your own volition or were you forced into the life? Are you regretful of your killings, or did you embrace it? Whatever your reasons may be, there is a lifetime of blood on your hands, and a mountain of bodies at your back. Did you always have a soul that was meant for horrific deeds in word, action and thought? If this is so, what drove you to such a violent service?
- Quick Build
You can make a Hitokiri quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, if you are focusing on Strength choose the masakari, wakizashi, and an explorer's pack. If instead you are using Dexterity choose the longbow with 20 arrows and a dagger, studded leather armor, kusarigama and a burglar's pack. And for both this also include a set of calligrapher's supplies and a dagger.
Class Features
As a Hitokiri you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Hitokiri level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Hitokiri level after 1st
- Proficiencies
Armor: All Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Calligrapher's Supplies, a Gaming Set
Saving Throws: Strength, Constitution
Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival and Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Studded Leather Armor (Kimono)
- (a) Katana or (b) a Masakari
- (a) Longbow and 20 arrows, and a simple weapon or (b) 10 Kunai
- (a) Wakizashi or (b) a Kusarigama
- (a) Burglar's Pack or (b) an Explorer's Pack
- If you are using starting wealth, you have 5d4x10gp in funds.
Level | Proficiency Bonus |
Features | Manslayer Damage | Brutality Points |
---|---|---|---|---|
1st | +2 | Infamy, Signature Weapon, Fighting Stances | — | — |
2nd | +2 | Brutality, Manslayer | 1d6 | 2 |
3rd | +2 | Slayers Methods, Warrant To Kill, Heaven’s Punishment | 2d6 | 3 |
4th | +2 | Ability Score Improvement | 2d6 | 4 |
5th | +3 | Kiai, Extra Attack, Signature Weapon Mastery | 2d6 | 5 |
6th | +3 | Fighting Stances | 3d6 | 6 |
7th | +3 | Marked For Death, Staredown, Slayers Methods | 3d6 | 7 |
8th | +3 | Ability Score Improvement | 3d6 | 8 |
9th | +4 | Brutal Kiai | 4d6 | 9 |
10th | +4 | Slayers Methods | 4d6 | 10 |
11th | +4 | Extra Attack | 4d6 | 11 |
12th | +4 | Ability Score Improvement | 4d6 | 12 |
13th | +5 | Dismemberment | 5d6 | 13 |
14th | +5 | Well Executed Execution, Slayers Methods | 5d6 | 14 |
15th | +5 | Grevious Wounds | 5d6 | 15 |
16th | +5 | Ability Score Improvement | 6d6 | 16 |
17th | +6 | Prey On The Weak | 6d6 | 17 |
18th | +6 | Requiem, | 7d6 | 18 |
19th | +6 | Ability Score Improvement | 7d6 | 19 |
20th | +6 | Sloppy Butcher | 8d6 | 20 |
Infamy[edit]
The hitokiri's reputation for bloodshed—deserved or not—follows him everywhere, so some hitokiri adopt pseudonyms or secret identities. At level 1 you gain proficiencies in Intimidation and Deception. Whenever someone in a position of authority has heard of the hitokiri's past , the hitokiri takes a -4 penalty on all Charisma based checks involving that person. The infamy penalty applies only if the authority figure knows the hitokiri's true identity.
Signature Weapon[edit]
Hitokiri are as infamous as the weapons that made them. At 1st level you start out with your chosen Hitokiri weapons: the Katana/Masakari/Longbow/Wakizashi, and a Kusarigama. You may carve a symbol of your choice into the weapon. If your weapon is lost or destroyed, you can summon it back to you by drawing the symbol (in blood) you carved onto a solid surface that is larger than your weapon. This requires meditating over a long rest to complete. You must be on the same plane of existence that you lost the weapon to succeed in this.
- Additionally at the 7th level your signature weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Fighting Stances[edit]
A Hitokiri's time spent cutting men down has allowed them to perfect their ability to adapt their stances to their opponents in combat. At 1st level you can learn a total of 8 different Stances (Nito-ryū is only unlocked at level 8 and Eishin-ryū is only unlocked at level 14). You learn 2 stances at level 2 and learn 2 new stances at the 6th and 15th level. Upon reaching 15th level you gain the ability to activate and maintain two Stances at once. Upon Reaching 20th level you can activate all stances simultaneously and retain them until the end of your 2nd turn after using this ability. After the 2 turns you are unable to enter stances for 2 turns and are only able to move 5ft per turn). All activate can only be used once every 24 hours, in addition you lose access to Eishin-ryū for the duration.
- A Stance is activated and changed as a bonus action, and lasts for 1 minute, or until you activate a different Stance, if you are knocked prone, become grappled or restrained. The number of times a Hitokiri can activate a stance a day is equal to half your total Hitokiri Level (rounded down) +1, however changing stances does not count as activating a stance and does not reset the time. A short rest restores all expended uses.
Jigen-ryū. While in this stance, you prioritize all you have on offense by sacrificing your defenses for a single attack. The first attack you make each turn is made with advantage, and any attempt at a follow-up in this stance is done with disadvantage. The attack is done by running forward at your opponent and then cutting diagonally down on their neck. This attack deals critical damage on a hit, and stuns the opponent. Additionally, you suffer a -4 to AC as long as you are in this stance. You may add your Proficiency Modifier to the damage roll as force damage, which also doubles on a critical hit.
Shinkage-ryū. While in this stance, you focus on defense and maintaining sharpness and maneuverability. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you dash. Melee attack rolls made against you are at disadvantage and upon an attack missing you are able to simultaneously deflect and strike as a reaction, making an attack of opportunity against them if they are within weapon range. In addition, you can no longer be surprised while in this stance.
Jikishi-ryū. With an emphasis on strength-focused strikes, when you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your Proficiency Bonus). Failing this attempt grants the creature advantage on their next attack roll made against you. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creature's movement to 0ft until the beginning of its next turn.
Tamiya-ryū. Centered on longevity and highly damaging strikes. When you enter this stance and at the start of each of your turns while you have at least 1 hit point or more remaining, you gain a number of temporary hit points equal to your Constitution Modifier (minimum of one) + your Proficiency Bonus. These temporary hit points last until you are no longer in this stance. Once per turn, when you hit a creature with a weapon attack, you deal an additional 8 weapon damage to the creature. Opportunity attacks made against you are rolled with advantage and if you use more than half of your movement speed in a turn, this stance immediately ends.
Ono-ryū. While you are in this stance, footwork and defense is your primary focus. You have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, on one attack per turn, you may use your bonus action to gain a bonus to your AC equal to your Proficiency Bonus if the attack hit. This bonus AC lasts until the start of your next turn. Also while in this stance your feet are planted firmly on the ground, doing this grants advantage on Strength saving throws and disadvantage on Dexterity saving throws.
Ittō-ryū. Centered entirely on single weapons combat. As long as you are in this stance, if you use the Dash action, and are holding a weapon with the one or two-handed property, you can attack all the enemies that you come within weapon range of. Performing these attacks requires your bonus action. Treat them as critical if they hit enemies who are unaware of you and are unprepared for the attack. Also, you can use your action to attack a single target furiously 3 times. These attacks are incredibly fast but difficult to land accurately, and as such attack rolls are made without proficiency or ability score bonuses. At the 10th level, you can attack a single target 5 additional times, each without proficiency bonus.
Nito-ryū. A style of swordsmanship with a focus on duel wielding, as long as you are in this stance when you successfully hit a creature with a melee weapon attack, you may spend your reaction to choose to either make a second attack or increase your AC by an additional +4 bonus as you learn to attack and defend simultaneously with two weapons. Additionally, on one attack per turn, you may instead attack with both weapons. This attack deals double critical damage on a hit. This stance can not be used with other stances.
Eishin-ryū. While in this stance whenever you begin combat, attack rolls made against you have disadvantage until the end of your first turn. With a focus on heightened awareness and killing with a single strike, once per turn, when you take the attack action, you may turn one of your attacks into a special attack. This attack requires a single attack roll and targets every enemy within 20ft of you. Additionally you may spend a bonus action to concentrate on an individual enemy and attain plus 5 to the first attack roll per turn made against that target while you maintain concentration.
Brutality[edit]
As more bodies drop at your feet, your intimidating aura grows. Starting at 2nd level, your training allows you to harness your bloodlust to terrify your opponents through your sheer brutality. Your access to this is represented by a number of brutality points. Your hitokiri level determines the number of points you have, as shown in the Brutality Points column of the Hitokiri table.
You can spend these points to fuel various brutality features. You start knowing four such features: Mugen-ryū, Senbonzakura, Tainted Gift, and Fear Itself.
You learn more brutality features as you gain levels in this class.
When you spend a brutality point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended brutality points back into yourself. You must spend at least 30 minutes at rest to regain your brutality points.
Some of your brutality point features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Brutality point save DC = 8 + your proficiency bonus + your Charisma modifier
- Mugen-ryū
When you take the attack action on your turn, you can expend 1 brutality point when you hit an enemy with a melee attack to make an additional two melee attacks. Additional attacks can be made by expending more brutality points, but these are made without the Proficiency modifier
- Senbonzakura
Before you make an attack action you can expend a brutality point to add an additional +10 to your attack rolls at the cost of losing an equal number of damage points. On hit they must succeed on a DC 8 + your proficiency + your Charisma Modifier constitution saving throw, whenever a target that fails this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw until the end your next turn.
- Tainted Gift
You can expend 1 brutality point to sear a mark of death into a target within eyesight of you. While marked you’ll always know the location of this target, and you can't be surprised by the marked target, and when killed will cause you and your allies within 30 feet of you to regain 1d10 + your Charisma modifier's worth of hit points. The mark can last an indefinite amount of time, but only one target can be marked at a time.
- Fear Itself
Expend a Brutality Point when dropping an enemies health to zero, you can perform an execution, beheading or dismembering them in brutal fashion with a big arch or violent thrust. Frightening enemy creatures that can see you until they succeed a wisdom saving throw equal to 8 + your Charisma Modifier + your proficiency score.
Manslayer[edit]
At level 2, once per turn, when you attack a creature you can expend a brutality point to deal an additional 1d6 damage, but only if you're using your signature weapon. The bonus damage increases as you gain hitokiri levels according to the Hitokiri Table.
Slayers Methods[edit]
A hitokiri's path will rarely deviate from the path of manslaying, most hitokiri will often either choose to remain on the path of the Slayer, but the few that tire of the fighting will become a Wanderer and instead choose to seek out and fix their injustices. Upon reaching 3rd level, choose an archetype that you want to be emulating in combat techniques. The archetype you pick grants you features at 3rd level, and again at 7th, 10th, and 14th level.
Warrant To Kill[edit]
Being a manslayer comes with certain benefits. At 3rd level, whenever you have to state a reason for killing someone resulting in a deception, intimidation or persuasion check, you do so with advantage.
Heaven’s Punishment[edit]
Starting at 3rd level, when passing judgement on an enemy, there is nothing standing in your way. When you roll for damage against an enemy you hit with advantage, you ignore physical resistances, but not immunities.
Kiai[edit]
All samurai walk a path of honor, but the hitokiri, the path they walk is stained with red. The hitokiri had cast away the code of bushido and anything to do with honor, and a heart that once remembered the thrill of bravery now only remembers resistance flesh gives to the cutting edge of a katana. When a hitokiri of 5th level or higher moves to engage his target, he can accept a variable penalty to his Armor Class and take an equivalent bonus on the damage roll. Once you roll for initiative, you may choose to reduce your Armor Class by a minimum of 2 and a maximum equal to your Hitokiri Level and gain bonus damage in that combat equal to the amount of AC reduced. For example, a 9th-level hitokiri using his kiai could take a –9 penalty to AC in exchange for a +9 bonus on damage rolls until the end of the combat. You can reassign the penalty/bonus after performing an execution.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Signature Weapon Mastery[edit]
Starting at 5th level, You can perform devastating attacks with your signature weapon. Your attacks with melee weapon score a critical hit on a roll of 19 or 20.
Starting at 11th level, your melee weapon attacks score a critical hit on a roll of 18 to 20, and at 17th your attacks with melee weapons score a critical hit on a roll of 17 to 20.
Marked For Death[edit]
Starting at 7th level, at the start of combat you can expend one brutality point to mark one enemy. You have advantage on attack rolls against this enemy. The enemy has disadvantage on all attacks against you. If you perform an execution on this enemy, you can double your movement speed until the end of your turn.
Staredown[edit]
Your intimidating aura grows. Beginning at the 6th Level, double your proficiency bonus at Intimidation, as you gain expertise in it. If, for some reason, you are not proficient in Intimidation, you still gain expertise.
Brutal Kiai[edit]
At 8th level, when a hitokiri uses his kiai, he can expend a brutality point and make one melee attack at his full base attack bonus against each opponent within reach of his movement. Modifiers and effects that would apply to any normal hits apply to your Brutal Kiai. You can use this feature once, you regain all expended uses when you finish a short or long rest. You gain an additional use of this feature at 10th and again at 15th level.
Dismemberment[edit]
Starting at 13th level, twice per long rest, when you score a critical hit, you can disarm a humanoid enemy by cutting off their weapon hand.
Well Executed Execution[edit]
At 14th level, whenever you perform an execution or dismember an opponent in combat, all enemies you can see are forced to roll a Wisdom saving throw against DC 12 + your proficiency + your Charisma Modifier + your Dexterity Modifier, and on they are frightened by your actions. While frightened by this effect, the creature must take a dash action and move as far away as possible from you by the safest route available on each of its turns, unless there is nowhere to move. On each of their turns they can reroll the saving throw, and on a successful save, the effect ends.
Grievous Wounds[edit]
Starting at 15th level, whenever you score a critical hit on a creature using a melee weapon, the target is unable to move and has disadvantage on attack rolls, ability checks and saving throws until the end of your next turn.
Prey On The Weak[edit]
Starting at 17th level, when you either move to, or away, from an an enemy that is frightened, you can use your reaction to make an attack.
Requiem[edit]
At 18th level, a hitokiri gains the ability to seal the souls of his enemies into his signature weapons. Performing an execution on a foe (or otherwise dealing a killing blow) traps their soul into his blade and destroys their body entirely, leaving behind their equipment in smoldering ashes. This prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a soul-stolen victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic unless the weapon in which their soul is trapped is destroyed.
Sloppy Butcher[edit]
At 20th level, you can shatter or remove the limbs of your opponents with precise strikes. When you score a critical hit with a melee weapon, you deal 4d6 additional damage and the creature must succeed on a DC 19 Constitution saving throw, or you lop off one of the target’s limbs, with the ffect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
On a roll of 20 on the d20, you deal 6d6 additional damage and a failed saving throw removes the head of the creature (if it has one).
Once you use this ability, you must finish a short or long rest before using it again.
Slayers Methods[edit]
Wanderer[edit]
The path of the wanderer is an oftentimes lonely one, full of hardships and mental hurdles unlike any you would face. These hitokiri are often the estranged outsiders, vagrants that have either left the hitokiri life behind or were left with nothing else but the hitokiri life. They are capable warriors who can bring an end to the unjust or cruel folk who refuse to listen to reason with a quick flick of their blade.
- Peaceful Negotiations
At 3rd level, you gain the ability to diffuse violent situations. Whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception or Intimidation skill applies to your check.
You also gain proficiency in the Performance or Persuasion skill (choose one), if you already have proficiency then double it.
- Slipping Strike
At 3rd level, whenever you take the Disengage or Dodge action on your turn, you can make a single attack with a melee weapon as a bonus action.
- Reassuring Hand
At 7th level, you gain the ability to temporarily extinguish a creature’s violent impulses. As an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Wisdom modifier. The target automatically succeeds if it’s missing any of its hit points. If the target fails the save, it can’t attack for 1 minute. During that time, it also can’t cast spells that deal damage or that force someone to make a saving throw.
- Parry
Beginning at the 10th level, when another creature hits you or another creature within 5ft of you with a melee attack, you can use your reaction to reduce the attack and damage roll dealt by the attack by 1d8 + your dexterity level + your Proficiency bonus. If the damage or hit roll is completely reduced to 0 then you can expend 1 Brutality point to make an attack of opportunity. You can use this feature a number of time equal to your Dexterity modifier.
- Spirit Of Vengeance
At 14th level, you gain the ability to get vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your hitokiri level.
Once you use this ability, you can’t use it again until you finish a short or long rest.
Slayer[edit]
The path of the slayer is oftentimes a violent one. These Hitokiri's presence on the battlefield spreads a dark cloud of death that can terrify all enemies. They aim to decide combat with just one perfect cut. Followers of the precise strike method are analytic fighters, only moving when the perfect moment arrives. These powerful slices hit weak spots, pressure points and other vital areas on the opponents body, resolving the conflict with deadly timing.
- Predator
When you choose this path at 3rd level, you gain proficiency in Stealth, Survival and Deception. You can apply double of your proficiency bonus to any check you make that uses one of these skills.
- Reading Intentions
At 3rd level, you can read your opponent's intentions. You gain proficiency in the Insight skill, if you did not have it already, and you can add twice your proficiency modifier to Wisdom (Insight) checks you make during combat.
- In addition you have advantage on Wisdom checks made to perceive the intentions or detect the position of enemies outside of combat.
- Presence Concealment
At 7th level you gain the ability to erase your presence. Your footsteps no longer make sound while moving, and you gain advantage on rolls involving stealth, in addition any attacks made from stealth are considered critical attacks.
- Cutting Technique
At 10th level, you know the right angles to cut even trough iron. As an action, you can make an attack with a melee weapon targeting an object. You have advantage on this attack and it is a automatic critical on a hit.
- One Strike, Two Cuts
Beginning at 14th level when you land a hit on a creature you may use your bonous action to make an additional attack roll on that enemy, dealing 6d8 force damage on a hit (this attack does not gain bonus damage from other abilities/stances). You may do this a number of times equal to your Constitution Modifier, regain expended uses after a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the samurai class, you must meet these prerequisites: Dexterity 13 or Strength 13
Proficiencies. When you multi class into the samurai class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.
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