Sengoku Samurai (5e Subclass)

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Sengoku Samurai[edit]

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Fighter Subclass

The Samurai is a fighter who draws on his inner reserve of Ki to perform incredible feats in combat, whether splitting helmets in half or trees with one strike of his Katana, Shattering large statues and Boulders using a Kanabo, Leaping across the sky with a Naginata and then Impaling any foe in his path and even dancing a deadly sword dance with twin Wakisashi. The Samurai from the Sengoku Jidai are much more ruthless and pragmatic compared to later periods of idealization and poetry. Still though they are either Chaotic Ronin sell swords and pirates or they are law abiding professional soldiers of their Daiymo and Shoguns.

Samurai who practice Bushido are considered "good" samurai and loyal to their Daiymos and Shoguns. These are eight virtues; Self Control, Loyalty, Honor, Honesty, Politeness, Benevolence, Courage and Justice. So the Samurai must control his urges to gossip, lust, eat, drink and be lazy. The Samurai must strongly value his loyalty to those above and below his station and be honest with them and act honorably. The Samurai must practice benevolence to the impoverished, the disabled and the foreign but he also must have know when to strike the wicked down with justice and have the courage to even strike down the truly rich and powerful who pay his him gold coins when they have become grossly incompetence, treacherousness or corruption. He must have the courage to slaughter his own brothers and fathers if they have become wicked and corrupt.

Bonus Proficiencies

At 3rd level, you gain proficiency in one of the following skills: Animal Handling, History, Perception or Persuasion. In addition, you learn one additional language, tool or musical instrument proficiency of your choice.

Daisho

At 3rd level, you gain the mastery in the of your daisho, your sacred set of weapons, consisting in a longsword and a shortsword. You gain the following benefits while wielding a daisho:

  • You can engage in two-weapon fighting while wielding a longsword in one hand and a shortsword in another.
  • You can use your Dexterity modifier, instead of Strength, for your attacks and damage rolls with the Daisho.
  • When wielding a longsword in two hands, you score critical hits on a roll of 19-20.
Martial Ki

Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of ki points equal to half your Fighter level, rounded up, and they fuel various ki features, which are detailed below. You start by knowing two ki features of choice, gaining 2 additional ones at 7th, 10th, 15th and 18th levels. Whenever you learn a new ki feature, you can replace one you know for a new one.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Aiki-Jujutsu

At 7th level, you master the art of unarmed combat of samurais. Whenever you take the Attack action on your turn, you can use your bonus action to either shove or grapple an opponent. In addition, when you succeed on a grapple contest, you can choose to take one weapon or object from your opponents hand, instead of grappling it.

Finally, you gain proficiency in Athletics, and you can add twice your proficiency bonus if you are already proficient.

Weapon Mastery

At 10th level, you become a master in the use of your Daisho, excelling in wielding both the weapon in one or both hands, or fighting with them as a pair. You gain the following benefits:

  • When you make an attack with a longsword as part of your Attack action, you can attack with a shortsword using your bonus action. In addition, you gain +2 to your AC.
  • When you wield a melee weapon with both hands, you can roll 1d12 for damage, instead of its normal damage. In addition, when you make an attack with a longsword you wield in both hands, you can choose to have a -5 on the Attack roll, and gain a +10 on the damage.
  • Whenever you reduce a creature to 0 hit points with a longsword or a shortsword, you can make one attack against a creature within 5 feet as a reaction.
Diamond Soul

Beginning at 15th level, your mastery of ki grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Perfect Soul

At 18th level, when you roll initiative and would have no ki points remaining, you gain 2 ki points.

Ki Techniques[edit]

Sweeping Kick

Once per turn when you take the Attack action, you can spend 1 ki point to a sweeping kick as part of that action. Make a unarmed strike, and on a hit, roll a d4, instead of the normal damage for the unarmed strike. In addition, the target must succeed on a Dexterity saving throw, or be knocked prone. You can use either Strength or Dexterity modifier for attacks and damage rolls with this unarmed strike.

Your unarmed damage with this attack becomes 1d6 at 5th, 1d8 at 11th and 1d10 at 17th level.

Pushing Blow

Once per turn, when you hit a creature with a melee weapon attack with a weapon you wield in two hands, you can spend 1 ki point to cause additional 2d6 damage and force the target to make a Strength saving throw, or be pushed 10 feet back.

Counter Charge

As a reaction when a creature moves more than 20 feet towards you before making a melee weapon attack or a shove attempt, you can spend 1 ki point to make a melee weapon attack against that creature using your reaction. On a hit, that creature's attack misses, in addition to the attack normal effects.

Counter Attack

Whenever a creature within 5 feet makes an attack against you, you can spend 1 ki point as a reaction to make an attack with a melee weapon against it. The effects of your attack are applied before its attack.

Cleaving Blades

Whenever you hit a creature within 5 feet with a melee weapon attack, you can spend 1 ki point to attack another creature within 5 feet as a reaction.

Honorable Guardian

You can spend 1 ki point as a bonus action to gain resistance to bludgeoning, piercing and slashing damage until the end of your next turn.

Elemental Ki

As a bonus action, you can spend 1 ki point to imbue a melee weapon you wield with elemental power. Choose acid, cold, fire, lighting or thunder damage. For the next minute, you cause additional 1d4 damage from the chosen type on a hit. This feature requires concentration (as if you were concentrating on a spell).

Ki Shout

Requires 7th level

As a bonus action, you can spend 3 ki points to force all hostile creatures in a 10-foot radius to make a Wisdom saving throw. On a failed save they are frightened of you until the end of your next turn. You can spend 3 ki points without using an action at the start of each of your turns to extend the effect.

Iaijutsu Strike

Requires 7th level

When you draw your sword before making an attack and hit your target with it, you can spend a number of ki points up to your proficiency bonus, to cause additional damage equal to 1d8 per ki point spent.

Saber Dance

Requisites 7th level

While wielding a longsword in one hand, and a shortsword on the other, you can spend 3 ki points as a bonus action to make a single melee weapon attack against each creature of your choice in a 5-foot radius.

Mountain Breaker

Requisites 7th level

When you hit a creature with a melee weapon attack, you can spend 3 ki points to force the creature to make a Constitution saving throw. On a failed save, until the end of your next turn, whenever that creature takes damage from the type you just caused to it (slashing, piercing or bludgeoning), the target takes additional 2d6 damage from the same type.

Heavenly Lancer

Requisites 7th level

While wielding a spear, lance, glaive or halberd, you can spend 3 ki points as a bonus action to gain a flying speed equal to twice your movement speed until the end of your turn. In addition, the first creature you hit with an attack until the end of this turn takes additional 3d8 damage from your weapon's type and is knocked prone.

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