Samurai, 2nd Variant (5e Class)
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- 1 Samurai
- 1.1 Fierce Warriors
- 1.2 Creating a Samurai
- 1.3 Class Features
- 1.4 Ashigarugashira
- 1.5 Kyudo Samurai
- 1.6 Yojimbo
- 1.7 Multiclassing
Samurai are the elite warriors of the elves, kindlit, Dragonborn, and orcs. Driven by an oath of fealty to a lord, they aren’t bound to the honorable path of the Paladin, and many chaotic evil Samurai exist. Deadly forces of both good and evil, they learn how to best use their arsenals at a young age. A Lawful samurai, once dishonored, may either avenge the insult/ mistake, or commit seppuku, or ritual suicide. The twin swords of the Daisho are the Samurai's honor, and a peasant may be executed for carrying them.
Creating a Samurai
- Quick Build
You can make a samurai quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity, and Constitution. Second, choose the Student Warrior background. Third, choose Wakizashi, Katana, Splint Armor, and Shortbow.
As a Samurai you gain the following class features.
- Hit Points
Armor: light armor, medium armor, splint armor
Weapons: Simple weapons, martial melee weapons, exotic melee weapons
Tools: calligraphy set
Saving Throws: constitution, strength
Skills: choose two from Athletics, Acrobatics, Animal Handling, History, Intimidation, and Persuasion. Land Vehicles
You start with the following equipment, in addition to the equipment granted by your background:
- A Wakizashi and Katana
- (a) light armor or (b) medium armor
- a document of lineage
- If you are using starting wealth, you have 1d12+5 GP in funds.
|1st||+2||Oath of Honor, Samurai Path, Path trait|
|2nd||+2||Ancestral Honor, Combat Prowess|
|3rd||+2||Samurai Path Feature|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Samurai Path Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Fighting School Improvement|
|15th||+5||Samurai Path Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Fighting School Improvement, Killing Blow Improvement|
|19th||+6||Ability Score Improvement|
Oath of Honor
At first level you swear yourself to the practice of Bushido, or the warriors code. You are sworn to protect and defend your lord and his lands, or your school if you have no lord. After swearing this oath, you gain 1d10 plus your Charisma modifier temporary hit points when you are acting in accordance to your oath. After you swear this oath, you take the Samurai topknot as a sign of superiority over the peasants.
At 1st level, you chose a path. Choose between Ashigarugashira, Kyudo Samurai, and Yojimbo, all detailed at the end of the class description. Your choice grants you features at 1st, and again at 3rd, 9th, and 15th levels.
You are a member of a proud samurai family. At second level, you swear an oath to your ancestral spirits to defend their and their families honor. After this, you gain the ability to cast mage hand three times a day at will, and minor illusion once a week.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.
At 5th level, you may choose to take a minus one on the damage roll on a weapon, and in exchange have an advantage and +1 on the attack roll. Also, any one handed weapon can be considered for you a light weapon.
At 6th level, you gain the option to become a ronin. If your lord dies, or you are sent into exile, you may trade any number of your Samurai levels with an equal number of levels in either the Monk, Fighter (Mercenary), or wizard. This change may not be reversed. After you do this, you keep your proficiency with the Daisho.
At seventh level, you gain the feat weapon proficiency or tool proficiency, or skill proficiency.
At 11th level, you begin to train in a school of fighting, or fighting style. At this point you are just beginning to master the art of the sword. Choose one:
- Basilisk: Add five to your movement speed in combat.
- Defense: once per turn, you may use your reaction and bonus action to block one attack. When you do so, roll a d20 with no modifiers, and if it is higher than your opponents, the attack misses.
- At 14th level, you may add your Dexterity modifier when blocking.
- At 18th level, you may block twice per turn.
- Disaster Stroke: once per turn, add 1 to your damage for an attack.
- Dueling: You may run through or past an opponent's square without provoking opportunity attacks once per turn.
- Falling Rain: you may attack once more per turn, but with disadvantage.
- At 14th level, you may attack twice per turn. Afterwards, you may not use any school abilities for 10 turns.
- At 18th level, your melee reach increases by 5 feet for up to 2 attack rolls.
At 13th level, any weapon attack roll above 25, including modifiers, is considered a critical hit.
At 17th level, any time you make a critical hit, if your opponent has less than 100 HP, they must make a death saving throw, or drop unconscious. At 18th level, whenever you score a critical on a weapon attack, you may add 1d20 to the damage. This feature recharges after a long rest.
You are celebrated as a legend among the Samurai. You become a glowing dot in the weave. You gain the following benefits:
- Any spellcaster can use your spirit as a source of spell slots. You may expend a hit die or take 1d10 psychic damage to create a spell slot of third level or lower.
- You can, for brief periods of time, look into the weave. Using this ability you may cast detect magic or detect good and evil at will.
- You can also alter the weave. You may expend one hit die to cast protection from evil and good or end one magical effect on a person.
You are a footsoldier commander employed by a noble samurai lord.
- Weapon Proficiency
You gain proficiency with all polearms, including the Naginata, or glaives.
- Command Points
You have the ability to inspire your allies and soldiers to fight for longer and more powerfully. You have a number of points equal to twice your level. You may expend these points on the following:
- Prepare for charge! For 2 points, your comrades form a solid wall in front of them. They put their shield in front of them, they go last in the initiative order until this effect ends, and point their weapons in front of them. They gain a plus 1 bonus to AC and creatures cannot move through their spaces without having three opportunity attacks made against them.
- Break them! For 2 points, your comrades all move at once in the initiative. All enemy creatures have a -1 on attacks against them. You form ranks and try to break through the enemy lines, and you only suffer half of the normal opportunity attacks.
- Circle the lord! For 4 points, choose one ally within 60 feet of you. All opponents have disadvantage on attacks against that ally, and your allies have advantage when attacking those who try to attack them.
- Form Ranks! For 4 points, allies have an advantage on attack and damage rolls, but enemies have an advantage on attack rolls.
- Fire on their flank! For 6 points all attack rolls on enemies farther than ten feet away from one of their allies have advantage and +1.
- Charge! For 6 points, all allies within 120 feet add 15 to their movement, and if they moved at least 10 feet before attacking may push their enemy ten feet backwards.
- Master at Arms
At ninth level, any ally within 60 feet of you gets +1 if they are wielding a polearm.
You have been trained in the art of archery. You have learned how to fire arrows from horseback, and how to fire swarms of arrows into enemy ranks.
- Weapon Proficiency
You gain proficiency with all bows, light crossbows, and the Chatchka.
- Winds of Favor
At first level, you learn how to best target an enemy force to bring it down. Once per combat, you may choose one non-magical ranged attack that would miss to hit, if it was within 3 of hitting.
- Rapid Shot
At 3rd level, you may attack twice with a ranged weapon. This feature recharges after a long rest.
- Extra Attack
At ninth level, you may attack twice per turn with a ranged weapon.
- Master Archer
At fifteenth level, nonmagical arrows you fire deal double damage.
You are the bodyguard to a lord or merchant, and have learned to influence certain parts of the weave to protect and defend.
- Long Reach
Starting at first level, any spell you cast with a range of touch or self can be cast with a range of 120 feet. Also, you have a bonus to AC equal to half your level, and your Constitution score is increased by one.
As a Yojimbo you have learned a variety of spells. They are all meant to protect and serve.
|—Spell Slots per Spell Level—|
- Protection Points
Protection points recharge after a long rest.
- Samurai Spell List
You know spells connected to your role as guardian. By accessing the weave, you may pull strings to protect others.
- 1st Level
- 2nd Level
- 3rd Level
- Protect the Weak
At first level, you have been trained to protect. When an opponent attacks an ally within five feet of you, you may expend x protection points to transfer x of your AC to that ally. This lasts for 1 round.
- Battle Master
At third level, you learn one of the Battle Master archetype maneuvers. Your superiority die are 1d4 at third through fifth level, 1d6 at fifth through tenth, 1d8 at tenth through fifteenth, and 1d10 at fifteenth through twenty. You may change your maneuver any time you gain a level. Choose from:
- Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
- Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
- Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
- Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
At ninth level, when an ally takes damage, you may expend x protection points to gain a bonus to hit equal to X + half damage to ally + your Charisma modifier. You also gain a bonus to damage equal to one third of that. Once you use this feature, you must finish a long rest to use it again.
Prerequisites. To qualify for multiclassing into the samurai class, you must meet these prerequisites:
Proficiencies. When you multiclass into the samurai class, you gain the following proficiencies: