The Ghost Samurai (5e Class)

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The Ghost Samurai[edit]

Warrior's Beyond Death[edit]

Your existence surpasses beyond death, ever since the initial invasion of your own homeland by the hands of the yokai, The evil and demonic spirits were unleashed upon your realm. However you were chosen to be as one of the four legendary warriors in the Ethereal plane to fight against both the hordes of monsters of the abyss, and spirits of the yokai that raided your homeland.

Creating The Ghost Samurai[edit]

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Legendary Ghosts [Ghost of Tsushima, and Ghost of Tsushima Legends], From Sucker Punch Productions and Sony Corporation.
Quick Build

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

Class Features

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

Hit Points

Hit Dice: 1d10 per The Ghost Samurai level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per The Ghost Samurai level after 1st

Proficiencies

Armor: Light and medium armors.
Weapons: Katana (Same as Rapier, but with slashing damage), Odachi (Same as Greatsword), Naginata (Same as Glaive), Yari (Same with Spear), Wakizashi (Same as Shortsword), Tanto ( Same as Dagger, but with slashing damage ), Yumi (Same as Longbow), Shuriken (Same as Darts), Kusarigama (Sickle and Whip as one weapon.) and Fukiyu (Same as Blowgun).
Tools: Calligrapher's Supplies
Saving Throws: Strength or Dexterity and Wisdom
Skills: Choose three from Acrobatics, History, Athletics, Survival, Intimidation, Insight, Perception, Medicine, Stealth, and Sleight of Hand.

Equipment

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

  • (a) Leather Armor or (b) Studded Leather
  • (a) Katana or Odachi, and Wakizashi or (b) Kusarigama or 2 Tanto and Wakizashi and 20 Shurikens or Fubiyu with 50 darts or (c) Naginata or Yari and Yumi with 20 arrows.
  • (a) Explorer's pack or (b) Dungeoneer's pack or (c) Burglar's Pack
  • Traveler's Clothes, Flute: Instrument, and 15 gp within a pouch.
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The The Ghost Samurai

Level Proficiency
Bonus
Features Resolve
1st +2 Samurai Path, Resolve, Guiding Winds 3
2nd +2 Evolving Tactics, Stand off (1) 4
3rd +2 Samurai Path Feature, Samurai Path: Stances 4
4th +2 Ability Score Improvement, Ability Score Increase 4
5th +3 Samurai Path Feature, Extra Attack (1) 5
6th +3 Ghost Weaponry 5
7th +3 Samurai Path Feature 5
8th +3 Ability Score Improvement, Ability Score Increase 6
9th +4 Stand off (2) 6
10th +4 Samurai Path Feature 6
11th +4 Extra Attack (2) 7
12th +4 Ability Score Improvement, Ability Score Increase 7
13th +5 Samurai Path Feature 7
14th +5 Tunes of the Seasons 8
15th +5 Samurai Path Feature 8
16th +5 Ability Score Improvement, Ability Score Increase 8
17th +6 Mystic Tale, Stand off (3) 9
18th +6 Samurai Path Feature 9
19th +6 Ability Score Improvement, Ability Score Increase 9
20th +6 Ghost Stance 10

Samurai Path[edit]

At 1st level, you chose a Samurai Path. Choose between The Path of the Assassin, The Path of The Hunter, The Path of The Samurai or The Path of the Ronin and detailed at the end of the class description.

Your choice grants you features at 1st level and again at 3rd, 5th, 7th, 10th, 13th, 15th, and 18th level.

Guiding Winds[edit]

Starting at 1st level, The winds now whisper your name, calling to you and guiding you to your Path as the Ghost Samurai. While outside of combat, You can spend 1 Resolve point, to gain the benefits of the spell "Find the Path" for yourself. This spell doesn't require, spell slots, concentration and components to be maintained. This feature can't be used again, until you finished a Long Rest.

Resolve[edit]

Starting at 1st level, your training allows you to harness the power of grit and sheer willpower.

Your amount of total Resolve points is represented by a number of Resolve from the table shown above. At 1st level Ghost Samurai has 3 resolve points points, a 20th level of the Ghost Samurai has 10.

You can spend these points to fuel various resolve features. You start knowing three such features:

  • Grit: You can spend 2 resolve point to take an Action to regain your hitpoints back equal to your 1d10 + your Ghost Samurai level.
  • Dodge: You can spend 1 resolve point to take the Dodge action as a Bonus Action on Your Turn.
  • Parry: You can spend 1 resolve point, to use your Reaction to increase your Armor class by +2 from melee attacks, and whenever you make an attack action, your parry ends immediately.

You learn more Resolve features as you gain levels in this Ghost Samurai's sub classes. When you spend a resolve point, it is unavailable until you finish a short or long rest.

To obtain additional Resolve points, During a combat, whenever a successful attack hits you or whenever you successfully kill a creature, afterwards you are able to add 1 Resolve point into your Resolve pool.

You must spend at least 60 minutes of the rest and under calm and composure and must write a haiku during that short or long rest to restore your Resolve points. Some of your Resolve features require your target to make a saving throw to resist the feature's effects.

The saving throw DC is calculated as follows:

Resolve DC = ( 8 + your proficiency + your Wisdom Modifier. )

Evolving Tactics[edit]

Starting at 2nd level, you've learn to use the knowledge handed down by your master.

You can select two techniques of your choice, which are chosen from the list below. You learn one additional tactic of your choice at 7th, and 14th levels.

  • Iron Will: You can add your Constitution modifier into your Grit health restoration amount.
  • Showdown: You can use the Stand off feature twice per long rest, instead of once.
  • Archery: Increase your bow's attack rolls and damage rolls by +4, while maintaining concentration to keep this technique under effect.
  • Assassination: You are able to deal double damage towards unaware creatures with a quiet and brutal stealth attack at a elevations higher then your victim, and you can halve the amount of fall damage at greater heights then 10 feet.
  • Focused Hearing: You can detect nearby enemies within a 15 feet of you, by dampening unnessesary noises and you are able to roll Perception with advantage from anything that is related to sounds.
  • Shoji Assassination: You are able to attack creatures with your melee weapon that are behind thin wooden objects or surfaces that are less than 1 inch thick.
  • Horse Charge: You gain the Feat "Mounted Combatant"

Stand off[edit]

Also at 2nd level you follow the ways of your own honor and the Samurai way. An honorable showdown, one on one. Before the start of combat, you can announce yourself against all creatures within 60 feet of you and challenge them to a one and one showdown.

You can make all creatures within 60 feet of you to make them roll a Wisdom saving throw.

  • On a failure, The nearest creature that failed their saving throw within 60 feet of you, must run up to you and gets immediately stuck down ( Killed Instantly ) by you, whenever they come into range of your melee weapon.
  • On a success, The nearest creature that succeeds their saving throw within 60 feet of you, must run up to you and gets an one automatic critical hit against you with their melee weapon, and initiative immediately combat begins.

At 9th level, you can have a total of two creatures to run at you and be struck down, and at 17th level, you can have a total of three creatures to run at you and be struck down.

When you successful stuck down one creature from the stand off feature, you can roll initiative with advantage. Any creatures that is immune to Charmed condition are completely immune to the Stand off feature.

You can use this feature again after finishing a Long rest.

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]

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.

Ghost Weaponry[edit]

Starting at 6th level, you are able to learn certain recipes of equipment that relates to stealth or misdirection, question is will you remain the way of the samurai and refuse to use these tools or will you abandon your honor just to gain an edge?

During a long rest, You can choose to make three of the five items listed below up to its max capacity and added into your inventory, these weapons are made from pure ethereal energy and only remains in the same plane of existence for the next 8 hours before fading away from existence.

Additional details for each item will be described in more detail at the down below, and how much you can carry on each item.

  • Kunai: (Max Capacity 8)

As an attack action, up to 2 kunais can be thrown at once at up to 2 different creatures of your choosing. If successfully hit, they will have disadvantage on their next attacks rolls, until the start of your next turn. Each thrown kunai deals 1d6 + Dexterity modifier of piercing damage, for a range of 30/120 ft.

  • Blackpower Bomb: (Max Capacity 4)

A bomb is a hard, ceramic shell packed with gunpowder and pierced by a fuse. As an action, you can light a bomb and throw it to a point up to 30 feet away. Each creature within 15 feet of that point takes 3d6 fire and 3d6 piercing damage. The creature must make a Dexterity saving throw, to half the damage on a successful saving throw.

  • Smoke Grenade: (Max Capacity 2)

This is small device of wrapped paper is filled with powdery material, compressed into a tight ball-like shape. As an action, you can throw a this grenade at your own feet, or throw it up to a point of 60 feet away. It lights itself whenever it makes impact on a surface, or when crushed, spewing a thick cloud of grey-black smoke into a 20-foot radius. Creatures within the smoke must make a Wisdom saving throw or be blinded until the smoke clears, or when they leave the smoke area. The smoke grenade lasts for 1 round.

  • Sticky Bomb: (Max Capacity 3)

This device is filled with a volatile explosives while being covered in sticky fluid, when thrown or crushed, the sticky bomb explodes upon impact, spraying piercing shrapnel. As an Action, it can be thrown up to 30 feet, directly at one creature with a ranged weapon attack. Upon a successful hit, the creature take 4d6 piercing and 4d6 force damage, while reducing their creature's AC by -2, until the start of your next turn.

  • Wind Chime: (Max Capacity 6)

This device is made for distraction in mind. Simple yet effective in its own way. While outside of combat, you can throw it to a point up to 60 feet away. From where it lands and hits the ground, it rings out a little bell sound, and it immediately draws all creatures into the center of the 20-foot radius to where the Wind chime has landed.

Tunes of the Seasons[edit]

Starting at 14th level, You learn the songs of the seasons, learning in your own spare time from your very own flute carried down from your family, or loved one, given to you from someone you had cherished.

This instrument becomes magical, and now you have the ability to change the weather between four songs.

While outside of combat, You can spend some time to play one of the four songs, during a short or long rest, to cast the benefits of the spell "Control Weather" from your flute, carrying specific effects with each song played.

Tunes
Song Precipitation Temperature Wind
The Sun's Warm Embrace Light Warm Calm
Lament of the Storm Torrential Rain Cool Storm
Shadow in the Fog Ground Fog Hot Calm
A Chorus of Raindrops Rain Cold Strong wind

This spell doesn't require concentration to be maintained, and you must have your instrument flute to be able to change the weather, from one of the chosen songs. This feature can be used again until the next 24 hours.

Mystic Tale[edit]

Starting at 17th level, You were able to make a name for yourself, creating the legends of your adventures. Simple folk will be able to recall the Mystical tales about you from the title that you are named with.

You may only choose one of the following Titles of your choosing down below and gain the benefits of that Tale.

  • The Heavenly Strike: Your weapon of choice are now counted as magical for the purpose of overcoming resistances and immunities to non-magical attacks.
  • The Spirit of Yarikawa's Vengeance: You can make three additional attacks instead of two when you take the Attack action.
  • The Undying Flame: Your melee weapon of choice is enchanted to be able to deal fire damage equal to Ghost Samurai level.
  • The Curse of Uchitune: Your ranged weapon of choice is enchanted to be able to attack at two creatures at the same time of your own choosing with only one piece of ammunition.

Ghost Stance[edit]

Starting at 20th level, Your world becomes black and white, you are able strike fear into your foes hearts, seeing only a demon that decapitates your foe without any mercy, nor fear. You can spend 7 Resolve points to immediately decapitate a bloodied creature's head off of your choice that is within reach of your melee weapon, killing them instantaneously.

After decapitating your victim's head off, You gain the following benefits.

  • You show a terrifying aura of deadly intent that imbues out from you of 60 feet, and while the creature's can see you and within your aura immediately becomes under the spell effects of "Fear", this does not require concentration to maintain this effect.
  • The creature can repeat their Wisdom saving throws at the start of their turn, to end the spell's "Fear" effect early.
  • Your melee weapon attacks are now all automatic critical hits so as your Ghost stance remains in effect.

This feature lasts, until you are successfully hit by an attack, when combat ends, or knocked unconscious, ending the effects of your Ghost stance immediately.

Samurai Path[edit]

Path of The Assassin[edit]

"The Path of the Assassin, They abandoned the Samurai code for the art of stealth and deception."

Shadow Strike[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction, making your strikes precise and deadly.

Once per turn, you can deal an extra 2d12 damage to one creature you hit with an attack, while you are under the conditions of being hidden, invisible or within darkness.

The attack must be used with only a finesse weapon.

This damage increases to 3d12 at 7th Level, 4d12 at 15th level and 5d12 at 19th.

Opportunist[edit]

Beginning at 1st level, you are able to climb on vertical surfaces with ease and grace, and move much shadow would. You gain the following benefits:

  • While not wearing armor or wielding a shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier.
  • Your climbing speed is equal to your movement speed.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

You become proficient in the Acrobatics and Stealth skills. If you are already proficient in the Acrobatics or Stealth skills, double your proficiency bonus. At 6th level, your weapon of choice now becomes magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Moon Stance: Techniques[edit]

Starting at 3rd level, you unlock special techniques, that are unique to this path.

Moonstance: Attacks[edit]

You learn two special attacks that will help aid you in your battles.

  • Heavy Strike: As an bonus action, You can make a special melee attack that has advantage towards a creature within reach of your melee weapon of your choice, damage equal to 1d10 + Strength modifier + Ghost samurai level dealing your weapon's damage type.
  • Spinning Strikes: As an action, You can make a special melee attack towards all creatures within 10 feet from you. On a hit, all the creatures within 10 feet of you must take 1d8 + Dexterity modifier + Ghost Samurai level of slashing damage.
Moonstance: Techniques[edit]

You gain four different techniques that will aid you in your battles.

  • Whirlwind: Immediately after you take the attack action on your turn, as a bonus action, you can spend 1 Resolve point to make two spinning strikes attacks.
  • Strength of the Heavens: You have advantage on melee attack rolls against creatures that are wielding weapons with the Heavy Property, and creatures wielding weapons with the Heavy Property have disadvantage in melee attack rolls against you.
  • Finishing Strike: When a creature becomes Bloodied on your turn, you can spend 1 Resolve point, As a free action, you can make all your melee attacks against the Bloodied creature with advantage and until the end of your turn.
  • Tornado: You can spend 2 Resolve points, As an action, you can make three spinning strikes attacks rolled with advantage to attack rolls.

Vanish[edit]

Starting at 5th level, you begin to to master the art of vanishing in front your foe's eyes giving them a deadly surprise.

You can spend 1 Resolve points and on your Turn, As an action, you are able to have the effects of the Invisibility for 1 minute. In addition, While under the Vanish feature, you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

If any attack action has been made against a creature, the Vanish Feature ends immediately.

Deft Hands[edit]

Starting at 7th level, You are able to make much deadlier and more precise strikes, sharpening yourself to be even deadlier.

  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
  • You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 18th level.

You become proficient in the Sleight of hand and Deception skills. If you are already proficient in the Sleight of hand or Deception skills, double your proficiency bonus.

Toxic Vanish[edit]

Starting at 10th level, you are prepared a special surprise for your special vanishing tricks. You can spend 2 Resolve points and on your Turn, As an action, All surrounding creatures who are within 15 feet of you must make a Constitution saving throw.

On a failure, the creature will take 4d6 Poison damage, and takes 2d6 poison damage at the start of their next turn. In addition the creatures will be Poisoned. The creatures can repeat their Constitution saving throws to end this effect early.

On a success, the target with poison for half as much of the initial damage and no damage at the end of its next turn and doesn't become Poisoned.

While upon activating Toxic Vanish, you are able to use the Vanish feature as a free action.

Overshadowed[edit]

Starting at 13th level, you are deadly, no matter what foe or monstrosity you meet, they will all meet their end by your own hands.

While you are hidden in dim light or darkness, you can choose to spend 2 Resolve points, to reroll any 1s from your Shadow strike damage dice.

You can use this feature twice a day.

Light Step[edit]

Starting at 15th level, your footsteps and movement becomes completely silent.

You are always under the benefits of the spell "Silence." It does not require concentration to be maintained, and it only applies this spell's benefit to only yourself.

Shadow Storm[edit]

Starting at 18th level, Your deadliness is now unmatched towards those who were legendary before you, You cast a shadow of your blade and slash them into their end.

You can spend 5 resolve points, As an action, Choose three creatures of your choice that is within 60 feet from you, while you can instantly teleport yourself to be within melee range next to each of the creature's known location and make a melee attack with advantage while adding your shadow strike damage to your weapon for 1 minute.

You can use this feature only once a day, and regains its use after finishing a long rest.

Path of the Hunter[edit]

"The Path of the Hunters, are one with the bow. They slay foes from across the battlefield with a single well-placed arrow."

Staggering Arrows[edit]

When you choose this path at 1st level, your arrows now fly true towards the victim's demise.

You can spend 2 Resolve point, As a Bonus action, Immediately after you take the attack action on your turn, you can deal 2d10 lightning damage and cause the creature to become Stunned from your ranged weapon attack.

The creature must make a Constitution saving throw, or become Stunned until the start of your next turn.

Bow and Blade[edit]

Starting at 1st level, You are the master of your Bow and blade, switching them instantly at a moment's notice.

  • When you roll a 1 or 2 on a damage die for an Attack you make with a range or melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • Once per turn, You are able to switch between your Ranged or Melee weapon of your choice, instantly with a Free action.
  • Once per turn, When you successfully kill an enemy with an your ranged makes your next melee weapon attack rolls with advantage, and whenever you kill an enemy with your melee weapon attack makes your ranged weapon attack rolls with advantage.

Wind Stance: Techniques[edit]

Starting at 3rd level, you unlock special techniques, that are unique to this path.

You learn two special attacks that will help aid you in your battles. All attacks are listed down below:

Windstance: Attacks[edit]
  • Spear Breaker:

As a reaction, you can move yourself up to half your total movement speed and make a special melee attack within your melee weapon's reach against one target of your choosing against a creature that wields a weapon with the Reach property. On a hit, the creature's melee weapon attack rolls are reduced by 1d4 + Dexterity modifier, and ends until the start of your next turn.

  • Typhoon Kick:

As an action, you can make a special melee attack against a creature that is within 5 feet from you. On hit, the damage equals to your 1d8 + Dexterity modifier + Ghost Samurai level of bludgeoning damage and the creature is pushed 5 feet away from you.

Windstance: Techniques[edit]

You gain four different techniques that will aid you in your battles.

  • Strengthened Typhoon Kick:

Immediately after you take the Attack action on your turn, you can spend 1 Resolve point, to use a bonus action to make an melee attack to knockback the creature away from you. On hit, the creature takes damage that equals to 1d10 + Strength modifier + Ghost Samurai level of bludgeoning damage and the creature is pushed 10 feet away from you.

  • Strength of the Gale:

You have advantage on melee attack rolls against creatures that are wielding weapons with the Reach Property, and creatures wielding weapons with the Reach Property have disadvantage in melee attack rolls against you.

  • Spear Defense:

When encountering a creature with a piercing type weapons, As a reaction, you can spend 1 Resolve point, to gain resistance to the piercing damage, this ends until the start of your next turn.

  • Typhoon Kick Finisher:

As an action, you can spend 2 Resolve points and make a melee attack that is rolled with advantage to knockback the creature away from you. On hit, the creature takes damage that equals to 1d10 + Ghost Samurai level of bludgeoning damage and the creature is pushed 15 feet away from you and becomes stunned, until the start of your next turn.

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

Scent of Blood[edit]

Starting at 5th level, you are able to track by smell against any creature that bleeds or is wounded, much like a hunter would. You now roll with advantage in Perception, whenever it comes to scents or smells, and you are now able to track a chosen bloodied creature of your choice, while you are gaining the benefits of the spell "Locate Creature", this does not require concentration to be maintained and requiring no spell slot or components.

You become proficient in the Perception and Survival skills.

All Seeing Eye[edit]

Starting at 7th level, You are a skilled hunter you have a sense of those that observes you from beyond the grave.

  • You have True sight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover.
  • You can see in normal and magical darkness, see invisible creatures and objects.
  • Automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.
  • Furthermore, you can see into the Ethereal Plane within the same range.

Explosive Arrows[edit]

Starting at 10th level, you are prepared a special surprise for your special arrow tricks. You can spend 3 resolve point, As a Bonus action, You imbue your arrow with force and fire energy from your willpower alone. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it takes and additional 6d6 force and 4d6 fire damage each from your ranged weapon attack.

Resupply[edit]

Starting at 13th level, you are able to search and find ways to regain yourself and your party the vital amounts of supplies need for your travels. During a short or long rest, you can regain all used or lost ammunition back into you and your party member's inventory, while you and your party also obtains additional rations equal to your Wisdom modifier after finishing a short or long rest.

Piercing Arrows[edit]

Starting at 15th level, You imbue yourself into your arrow an sharp, piercing and a deadly quality that cuts the air with lightning speeds penetrating the most thickest of armors. You can spend 4 Resolve point, You don't make an attack roll for the attack.

Instead, the arrow shoots forward in a line, which is 1 foot wide and 120 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw.

On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 8d6 piercing and 4d6 lightning damage and they become vulnerable to piercing damage for 1 minute.

On a successful save, a target takes half as much damage and they do not become vulnerable to piercing damage.

You can use this feature only twice a day, and regains its uses after finishing a long rest.

Eye of Uchitsune[edit]

Starting at 18th level, You are now able to strike multiple enemies, under one shot, your skill is more then the most legendary bowman.

You can spend 5 resolve points, As an Bonus Action, You can choose up to three creatures of your choice that you can see in sight, and be able to attack all three creatures at the same time in a single shot fired from a ranged weapon with advantage for all of your attacks until the end of your turn.

In addition, after the creature killed, you can choose an another creature up to a total of three, while in duration.

You can use this feature only once a day, and regains its uses after finishing a long rest.

Path of The Samurai[edit]

"The Path of the Samurai, they fight for honor, legacy, and their noble lords. The history books are filled with the heroic feats of those courageous warriors."

Spirit Pull[edit]

When you choose this path at 1st level, Your ghostly nature is starting to reveal its true self, you slowly sip health away foes from nearby to their life's chain pulling them towards you. You can spend 2 Resolve point, you to grab an ethereal chain that is linked on to the creature's very soul, that chain trails back to your hand and you can pull them closer to you. As an action, make a melee attack against the target within 30 feet. If the attack hits, the creature must make a Strength saving throw.

On a failure, the creature takes 2d12 force damage and you can pull the creature into your melee weapon's range. In addition, you are able to restore your health equal to your force damage dealt to the creature.

On a success, the creature isn't pulled closer to you and it takes half damage, and you restore no hitpoints back from the force damage.

Defender[edit]

Starting at 1st level, You are a stalwart of your country, warriors of legend and honor, you will protect the ones that you love with sheer grit and resolve.

  • Your maximum hitpoints is increased by +25 hitpoints.
  • You add +1 Resolve point to your maximum Resolve pool.
  • You gain a +2 bonus to your Armor Class, while you are wearing Armor, and not wielding a shield.

You become proficient in the Athletics and Persuasion skills. If you are already proficient in the Athletics or Persuasion skills, double your proficiency bonus.

Stonestance: Techniques[edit]

Starting at 3rd level, you unlock special techniques, that are unique to this path.

Stonestance: Attacks[edit]

You learn two special attacks that will help aid you in your battles.

  • Sword Breaker:

As a reaction, You can make a special melee attack that is within your melee weapon's reach against one target of your choosing, against a creature that wields a weapon with the Versatile property. On a hit, the creature's next melee weapon damage rolls are reduced by 1d6 + Strength modifier and they will attack with disadvantage on all melee weapon attacks, until the start of your next turn.

  • Piercing Strike: As an action, you can make a special melee attack against a creature that is within your melee weapon's reach, dealing damage that equals to 1d12 + Strength or Dexterity modifier + Ghost Samurai level of piercing damage.
Stonestance: Techniques[edit]

You gain four different techniques that will aid you in your battles.

  • Puncture:

As a Bonus action, you can spend 1 Resolve points, You are able to make two piercing strike attacks.

  • Strength of the Stone:

You have advantage on all melee attack rolls against creatures that are wielding weapons with the Versatile Property, and creatures wielding weapons with the Versatile Property have disadvantage in attack rolls against you.

  • Full Puncture:

As an Action, you can spend 1 Resolve points, you are able to make three piercing strike attacks.

  • Momentum:

You can spend 2 Resolve points, to use your dash action as a free action.

Raging Flame[edit]

Starting at 5th level, Your weapon is now covered with fire on to your weapon of choice, igniting it with fire. Your next melee attacks can strike foes that can bursts upon impact with fire and inferno, igniting your foes with your Raging flame. Upon a successful melee attack against the target on your turn, you can spend 2 Resolve points, as a Bonus action, The creature must make a Constitution saving throw.

On a failure, the target takes 4d6 fire damage immediately and becomes ignited dealing 2d6 fire damage at the end of its next turn for 1 minute. While ignited, the creature's attacks are made with disadvantage until the effect ends. The creature can repeat their Constitution saving throws at the start of their turn, to end this effect early.

On a success, the target with fire for half as much of the initial damage and no damage at the end of its next turn and doesn't attack with disadvantage.

Lightning Reflexes[edit]

Starting at 7th level, Your dedicated your life as a warrior, requiring intense focus, slowing down time and seeing the projectile drawing towards you in slow motion, catching it in your hand. While throwing it back with lightning speeds cutting the wind at your victims.

You can use your Reaction to catch the missile. When you do so, if the ranged weapon attack misses you; you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Resolve points to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction.

You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Ghost samurai weapon for the attack and while dealing 2d8 + Dexterity modifier + Ghost Samurai level of lightning damage.

Hachiman's Rage[edit]

Starting at 10th level, In battle, you can spend 3 Resolve points, On your turn, you can enter a rage as a Bonus action.

While raging, you gain the following benefits if you are wearing armor:

  • When you make a melee weapon attack using Strength or Dexterity, you gain a bonus to the damage rolls that is equal to your total amount of Resolve pool.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • While you're raging, any critical hit against you becomes a normal hit.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Hachiman's Frenzy[edit]

Starting at 13th level, you can spend 2 Resolve points, you can go into a frenzy when you are in Hachiman's Rage.

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your Rage, the effect remains in suspension until the duration your rage ends. In addition, you can enter into a frenzy when you rage. If you do so, for the duration of your rage, you can add one extra attack action while in a state of frenzy.

Meanwhile all attacks are rolled with advantage against you, for the duration of your rage after activating your frenzy.

Explosive Blade[edit]

Starting at 15th level, you become able to harness the full power of your blade, by striking the floor beneath your feet, causing a destuctive wake of earth with hellish flame upon your strike's path. As an action on your turn while you are raging, you can release a mighty strike in a 60-foot cone.

Each creature in the area must make a Dexterity saving throw.

On a failed saving throw, a creature takes 6d6 fire and 3d6 force damage, and instantaneously the creatures is will be ignited by Raging Flame feature for 1 minute.

On a successful saving throw, a creature takes half as much damage, and isn't ignited from Raging Flame.

You can use this feature only twice, you can't use it again until you finish a long rest.

Hachiman's Fury[edit]

Starting at 18th level, You can unleash your Fury of attacks across a wide open area surrounding yourself, by sheathing your blade and drawing your blade out with lightning fast strikes, while instantaneously moving towards the creature, leaving only after images of yourself from where you strike.

You can spend 5 Resolve points, As a Bonus action, You can instantly move yourself to next to three creatures of your choice within 30 feet from each creature, and you can make one melee weapon attack that is with advantage against each creature, whenever you move yourself next too.

You can use this feature only once, and regains its use after finishing a long rest.

Path of the Ronin[edit]

"The Path of the Ronin, fought for the people and the spirits of nature. These warriors heal their allies, and, some say, can even raise the dead."

Spirit Animal: Wolf[edit]

When you choose this path at 1st level, Your spirit animal can be summoned into material plane, after death, you came across this spirit while traveling through the Ethereal plane, a loyal companion amongst your own long journey beyond death.

You can spend 1 Resolve points, Summon your spirit animal.

As an action, you can project your spirit animal from your body. When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • The summoned spirit animal has the same sheet, stats and attacks as the Wolf with one exception: It has half of your HP Maximum in terms of HP instead of the regular wolf.
  • Your spirit animal has a flying speed equal to their walking speed and can hover.
  • The spirit animal can move through walls, other creatures, and objects as if they were difficult terrain, also your spirit animal deals 2d10 of radiant damage if you end your turn inside a creature or an object.

The spirit animal rolls for its own initiative from when it is summoned into combat, which has its own turns, the summoner is under control of the spirit animal during its own turn.

Your spirit animal can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell).

Whenever your spirit animal is slain, you are unable to summon your spirit animal again until you have finished a short rest.

Quick Regen[edit]

Starting at 1st level, During your long journey, you are able to learn the ways of living on the move.

  • You have advantage on saving throws against being poisoned, and you have resistance towards poison damage.
  • You add +1 Resolve point to your maximum Resolve pool.
  • During a short rest, you choose to spend 1 Resolve to restore your health back that is equal to your Ghost samurai level.

You become proficient in the Medicine and Nature skills. If you are already proficient in the Medicine or Nature skills, double your proficiency bonus.

Water Stance: Techniques[edit]

Starting at 3rd level, you unlock special techniques, that are unique to this path.

Waterstance: Attacks[edit]

You learn two special attacks that will help aid you in your battles.

  • Shield Breaker:

As an bonus action, You can make a special melee attack against creatures that are wielding shields. On a hit, the creature's armor class is reduced the equal to your Strength or Dexterity modifier, this ends at the end of your turn.

  • Flurry Strike:

As an action, You can make three multiple special melee attacks against a creature that is within your weapon's range, that deals 1d6 + Strength or Dexterity modifier.

Waterstance: Techniques[edit]

You gain four different techniques that will aid you in your battles.

  • Surging Strikes:

As an action, you can spend 1 Resolve points, you are able to make five flurry strike attacks.

  • Strength of the Water:

You have advantage on all melee attack rolls against creatures that are wielding Shields, and creatures wielding Shields have disadvantage in attack rolls against you.

  • Flowing Strikes:

As a bonus action, you can spend 1 Resolve points, you are able to make four flurry strike attacks.

  • Downpour:

When you use the Attack action with an flurry strike on your turn, You can spend 2 resolve points to add your Ghost samurai level to your next Flurry strike's damage rolls.

Enhanced Ghost Weaponry[edit]

Starting at 7th level, during your travels as a ronin, you learned some additional tricks and items for your ghost weaponry.

You gain the following benefits.

  • You can add your Prof. bonus to all Ghost Weaponry's damage.

Additional items can be crafted and is added into your Ghost Weaponry, details for each item will be described in more detail at the down below, and how much you can carry with each item.

  • Dirt throw: (Unlimited)

This is something that you can scoop up in your own hands and throw it at your foe's eyes, let it be dirt, gravel, or grainy substances, like sand, blinding them. As an Action, it can be thrown up to 10 feet, directly at one creature with a ranged weapon attack. Upon a successful hit, the creature becomes Blinded until the start of your next turn.

  • Caltrops: ( Max Capacity 10 )

As an attack action, up to 3 caltrops can be thrown at once at up to 3 different creatures of your choosing. If successfully hit, they will have move half their movement speed, until the start of your next turn.

  • Healing Incense: ( Max Capacity 1 )

You as a bonus action, the healing energy radiates from the pot that you can place down 5 feet infront of yourself. This pot can be placed on top of objects or the ground. It emits a vapor with a 15-foot radius causing any creature in the radius (including you) to regain 2d6 + Wisdom modifier of hit points for 1 minute. This feature has no effect on undead and constructs.

  • Healing Gourd: ( Max Capacity 2 )

As an action, you can use this item to regain back 2d8 + Wisdom modifier of hit points, when you drink from your healing gourd. In additon, for the duration of 10 minutes, you regain 1d4 hit point at the start of each of its turns. (10d4 hit points each minute).

Spirit Animal: Bear[edit]

When you choose this path at 10th level, Your spirit animal becomes a bear now, and can be summoned into material plane, while harboring the vapors and scents of healing.

You can spend 4 Resolve points, You can summon a Cave bear spirit animal instead of a Wolf. As an action, you can project your spirit animal from your body. When your projection ends, your spirit returns to your body or your body magically teleports to your spirit's space (your choice).

While projecting your spirit, you gain the following benefits:

  • The summoned spirit animal has the same sheet, stats and attacks as the Cave bear.
  • The spirit animal gains resistance to Bludgeoning, Piercing, and Slashing damage from non-magical damage.
  • Your spirit animal can heal another allied creature that is within 15 feet of the creature, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6 + Wisdom modifier of hit points to that creature.
  • Your spirit animal has a flying speed equal to their walking speed and can hover. The spirit animal can move through walls, other creatures, and objects as if they were difficult terrain, also your spirit animal deals 2d10 of radiant damage if you end your turn inside a creature or an object.

The spirit animal rolls for its own initiative whenever it is summoned into combat, which has its own turns, the summoner can control the spirit animal while under its turn.

Your spirit animal can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell).

Whenever your spirit animal is stained, you are unable to summon your spirit animal again until you have finished a short rest.

Weakening Burst[edit]

Starting at 15th level, you seep out a purplish smoke from your mouth aligned with substance of ghostly and deadly nature. You can spend 3 Resolve points and on your Turn, As an action, You emit an aura of purplish fog of 30 feet, centered around yourself.

While all surrounding creatures who are within 30 feet of you will take 4d6 necrotic damage at the start of their next turn or enters your aura. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks, and this burst lasts for 1 minutes. Whenever the creature exits your 30 feet aura, or whenever you are unconscious, removes the aura effect entirely.

You can use this feature only twice, you can't use it again until you finish a long rest.

Breath of Izanami[edit]

Starting at 18th level, you give out a breath from the very goddess herself, reviving your allies and raising from thier moments of death, back into life. You can spend 5 Resolve points and on your Turn. As an action, you can choose up to your Wisdom modifier of creatures of your choice that you can see within range of 60 feet from you.

The target gains the following benefits.

  • Creatures that has been dead for no longer than 10 minutes and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
  • This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
  • The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

You can use this feature only once, you can't use it again until you finish a long rest.

This feature has no effect on constructs.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into The Ghost Samurai class, you must meet these prerequisites: 13 Wisdom, 13 Dexterity, 13 Strength Proficiencies. When you multiclass into The Ghost Samurai class, you gain the following proficiency: Light and Medium armor

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