Last Samurai (5e Class)

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The Last Samurai[edit]

The Last of Your Kind[edit]

Once your clan stood tall. Fighting off whatever challenges arose. You were honourable warriors following the code of Bushido. But now you stand alone in your clans destroyed dojo. Bodies fill the courtyard both from your clan and another. No one else here is alive, of that you are sure. As you wonder aimlessly through your dojo you come across your master's body, clutched in his hand is your clan masters blade. You pick it up and begin your journey.

Creating The Last Samurai[edit]

What drives you to keep going? Is it your rage, your sorrow, or your honour?

Quick Build

You can make The Last Samurai quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier or Folk Hero background.

Class Features

As a The Last Samurai you gain the following class features.

Hit Points

Hit Dice: 1d8 per The Last Samurai level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per The Last Samurai level after 1st

Proficiencies

Armor: light
Weapons: Katana(Same as Rapier but does slashing instead of piercing), Rapier, Staff, Longbow, Shortbow
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, History, Athletics, Survival, Intimidation, and Insight

Equipment

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

  • (a) Leather Armor or (b) Longbow and 20 arrows
  • (a) A Katana or (b) Any other Samurai weapon as listed above
  • (a) An explorer's pack or (b) a dungeoneer's pack
  • Traveler's Clothes and 50 gp
  • If you are using starting wealth, you have 5d4x10 in funds.

Table: The The Last Samurai

Level Proficiency
Bonus
Features
1st +2 Samurai Path
2nd +2 Keen Eye, Master of the Blade (19-20)
3rd +2 Samurai Path Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Increase
7th +3 Samurai Path Feature
8th +3 Ability Score Improvement
9th +4 Master of the Blade (18-20)
10th +4 Samurai Path Feature
11th +4 Extra Attack(2)
12th +4 Ability Score Improvement
13th +5 Samurai Path Feature
14th +5 Sixth Sense
15th +5 Samurai Path Feature
16th +5 Ability Score Improvement
17th +6 Sixth Sense Improvement
18th +6 Samurai Path Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack(3)

Samurai Path[edit]

At 1st level, you chose a Samurai Path. Choose between The Path of The Dragon's Fury, The Path of The Demon's Agony, Or The Path of The Warrior's Honour detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 10th, 13th,15th, and 18th level. (The DC for any saving throw in your Samurai Path is 8+your proficiency+ your Wisdom Modifier).

Keen Eye[edit]

Starting at 2nd level, you've learn to use the knowledge handed down by your master to find an opponents weak point. Because of this you may use Wisdom when you attack with a samurai weapon instead of Dexterity or Strength.

Master of the Blade[edit]

Also at 2nd level you have begun to fully master your Samurai weapons. You now find it easier to hit opponents where they are the weakest. Your weapon attacks score a critical hit on a roll of 19 or 20.

This increases to 18-20 at 9th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level, and four attacks at 20th level.

Sixth Sense[edit]

Starting at 14th level, you begin to feel the Ki that flows through all living things. This allows you to sense any hidden or invisible creatures within 10-foot of you.

Additionally, as a Bonus Action you may focus your Ki on a target creature within 10-foot. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.

You can focus your Ki three times, you regain all uses after finishing a long rest.

Improved Sixth Sense[edit]

Starting at 17th level, your Ki sensing abilities grow stronger. This allows you to sense any hidden or invisible creatures within 30-foot of you.

Additionally, as a Bonus Action you may now focus your Ki on up to two target creatures within 30-foot. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.

You can focus your Ki five times, you regain all uses after a long rests.

Samurai Paths[edit]

Path of The Dragon's Fury[edit]

You fully embrace the anger brought on by the death of your clan. This anger allows you to wield the Dragon's fire to burn down any foe. But, be warned the Dragon's flames are not so easily tamed.

Dragon's Flames

Starting at 1st level when you choose this path, you start to control the fire of The Dragon. As a Bonus Action on your turn you can light yourself on fire for 1 minute. For the duration, you take damage equal to your fire die, which is a d4. While on fire, your weapon attacks deal an additional fire damage equal to your fire die.

If you are reduced to 0 hit points while you are on fire, your flames are extinguished. Your flames will also be extinguished by antimagic fields, cold damage, or any substantial amount of water.

You may use this ability a number of times equal to your Wisdom modifier, and you regain all uses after a long rest.

Additionally, you gain resistance to fire damage.

Dragon's Aura

Starting at 3rd level, you begin to burn even hotter while on fire. While you are on fire, any creature who ends there turn within 5 feet of you must make a Constitution saving throw. On a failure, they take damage equal to your fire die.

Additionally, your fire die becomes 1d6.

Flame Burst

Starting at 7th level, your control on the flames grows, you are able to shoot bursts of flame from the bottom of you feet. While you are on fire, your movement speed is doubled.

Additionally, when you move at lest 30 feet before making a melee attack on a creature, that creature take double your normal fire die on a hit.

Your fire die is now 1d8

Fired up

Starting at 10th level, you are always ready for a fight. When you roll initiative you may begin the fight on fire, this does not count against you uses of Dragon's Flames.

Additionally, when you roll Initiative and have no uses of Dragon's Flames left you regain a number of uses equal to half your Wisdom modifier (rounded down).

Blue Inferno

Starting at 13th level, your flames scorch the very earth you stand, so intense they turn blue. Your Dragon's Aura range increases to 15-foot, and any one who succeeds the saving throw now takes half damage instead of none.

Additionally, your fire die becomes 1d10

Fire Sense

Starting at 15th level, when you use Sixth Sense to focus on a creature it is engulfed in flames. It takes 1 fire die of damage at the start of each of its turns. The flame is extinguished if you stop focusing on them.

Additionally, any creature you are focused on takes double your normal fire die when you successfully hit with an attack.

Dragon's Last Breath

Starting at 18th level, when you drop to 0 hit points, your flames burst out from you filling your Dragon's Aura. Any creature within your Dragon's Aura must make a Dexterity saving throw. On a fail they take 12 fire die of damage. They take half as much on a success.

Once you use this feature it can't be used again until after you finish a long rest.

Additionally, your fire die becomes 1d12

Path of The Demon's Agony[edit]

You are fully consumed by grief and sadness brought on by the death of your clan. All you care about is sharing your pain and spreading it through out others. Whilst healing your own broken heart.

Sweet Suffering

Starting when you choose this path at 1st level, you learn to savor the pain of others. Whenever you make an attack with a samurai weapon you may add 1d4 necrotic damage to the attack.

Additionally, when you deal necrotic damage you gain temporary hit points equal to half the necrotic damage you dealt. If the creature you dealt damage to dies, instead gain temporary hit points equal to the full amount of necrotic damage you dealt.

Wail of Agony

Starting at 3rd level, You can emit a deafening roar of pain, causing your enemies sadness and pain. As a Bonus Action on your turn, you can emit a Wail of Agony. All hostile creatures within 60ft must make a Constitution saving throw. On a success hostile creatures pity you and have disadvantage on attacks against you until your next turn. On a fail hostile creatures gain the Blinded(from tears in their eyes) and Deafened conditions for 30 seconds.

You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest.

Weighing Grief

Starting at 7th level, you've learned to harness your agony into a physical weight in the form of large purple chains, relieving some of your own weight. Whenever you make a successful weapon attack on a creature its movement speed drops to 0 and it automatically fails all Dexterity Saving Throws until the end of your next turn.

Additionally, you gain 5 temporary hit points for each creature affected by Weighing Grief at the start of your turn.

Sooth Their Sorrows

Starting at 10th level, your ability to empathizes with your allies increases. Whenever a friendly creature within 10ft of you takes damage you may spend any number of temporary hit points to reduce that damage by the same amount.

Darkness My Old Friend

Starting at 13th level, While you have temporary hit points you gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, whenever you use Sweet Suffering you may add 1d6 necrotic damage instead of 1d4.

Empathy Sense

Starting at 15th level, when you use Sixth Sense to focus on a creature it suffers from the affects of Weighing Grief. Also, whenever you take damage each creature your focused on must make a Wisdom Saving Throw. On a fail you deal an amount of damage equal to the damage you just took in necrotic damage. On a success nothing happens.

Demon's Final Tear

Starting at 18th level, when you drop to 0 HP, each friendly creature within 60 feet gains temporary hit points equal to your max hit points.

You can't use this feature again until you finish a long rest.

Path of The Warrior's Honour[edit]

You fight against the anger and sorrow that threaten to consume you. Using your mastery of the blade, you fight with honour. Using the strength of your blade you plan to rebuild your clan.

Unarmored Defense

Starting when you choose this path at 1st level, while not wearing armor or wielding a shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier.

Warrior's Shield

Starting at 3rd level, you've learned the art of the parry. When you are attacked by a creature making a weapon attack you may attempt to parry as a Reaction, this adds +3 to your AC against this attack. You must decide to use Warrior's Shield before you know if the attack was successful or not.

Swift Strike

Starting at 7th level, you've mastered your weapon to the point where you are no longer disadvantaged against a longer reach. Your samurai weapons now have an additional 5ft of reach.

Additionally, You may make an Opportunity Attack on any hostile creature that enters your reach.

Proud Determination

Starting at 10th level, your parry grows even stronger. Whenever you successfully block an attack with Warrior's Shield you regain your reaction.

Additionally, any creature you have successfully used Warrior's Shield on has disadvantaged when attacking you until the start of your next turn.

Warrior's Presence

Starting at 13th level, you presence can be felt by your allies who fight alongside you. While you are not incapacitated all friendly creatures within 60 feet of you(including yourself) deals an additional 1d6 of radiant damage when they successfully make an attack.

Additionally, all friendly creatures within your Warrior's Presence also has advantage on death saves.

Sharpened Sense

Starting at 15th level, When you use Sixth Sense to focus on a creature its movements become far easier to read. When you use Warrior's Shield against a creature you are focused on you gain +5 AC instead of +3 AC.

Additionally, when you successfully block an attack from a creature you are focused on with Warrior's Shield you may make an Opportunity Attack against the creature.

Honourable End

Starting at 18th level, when you drop to 0 hit points, instead you may choose to drop to 1 hit point and gain temporary hit points equal to your max HP. While you still have these temporary hit points you have resistance to all damage types, and at the end of each of your turns you gain a level of exhaustion. Also while Honourable End is active your movement speed is double, and you now score a critical hit on a roll a 15 or higher. You can end Honourable End and drop to 0 HP on your turn as a Bonus Action before doing anything else.

Additionally, When Honourable End is finished and you drop to 0 HP you gain a number of failed death saves equal to half your exhaustion level rounded down.

You can't use this feature again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into The Last Samurai class, you must meet these prerequisites: 13 Wisdom, 13 Dexterity

Proficiencies. When you multiclass into The Last Samurai class, you gain the following proficiencies: Light Armor and Katana

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