https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Fire+Archer&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T16:35:47ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1133197Phoenix Knight (5e Class)2019-02-03T17:17:58Z<p>Fire Archer: /* Creating a Phoenix Knight */</p>
<hr />
<div>== Phoenix Knight ==<br />
<br />
you have the power of the phoenix<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you found, inherited, or gained a Phoenix necklace that has immeasurable power within it and the stronger you get the more power it gives you. This necklace cannot be taken off unless you are killed and if you roll any number below 5 your necklace can be taken off of your body other wise its so hot to the point if anyone touches it it does 2d6 fire damage and it's so heavy no one can pick it up directly but so light to as if they pick up your ashes they can carry it with you, if you roll below 5 and someone takes your necklace you are permanently dead and the necklace will turn into ash if it does not find a "host" within 24 hours. the necklace has the appearance that a actual phoenix is trapped inside but don't worry their is and it's in the shape of a phoenix head and when you use any of your class features that aren't extra attack fighting style action surge the phoenix inside will let out a loud roar and sometimes if you ask it it will roar to intimidate people if you are not using any of the features but with this class you have the power of a phoenix while being a knight. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/90/2b/9a/902b9ad8fccb16f4dec47609bb503cdc.jpg|https://www.pinterest.com/pin/570690584009649340/}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a cross bow with half plate armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=1d12 <br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Three from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=2 Simple melee weapon<br />
|item1b=1 martial melee weapon<br />
|item1c=<br />
|item2a=Crossbow with 20 bolts<br />
|item2b=1 Martial melee weapon <br />
|item2c=<br />
|item3a=Chain Mail<br />
|item3b=Half Plate<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Healing, Phoenix Rage<br />
|classfeatures2=Spellcasting, Extra Attack<br />
|classfeatures3=Action Surge, Champion archetype<br />
|classfeatures4=<br />
|classfeatures5=Flame on <br />
|classfeatures6=Brave Heart <br />
|classfeatures7=Extra Attack (2), archetype feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings <br />
|classfeatures10=Archetype feature<br />
|classfeatures11=Action Surge(2)<br />
|classfeatures12=<br />
|classfeatures13=Extra Attack (3)<br />
|classfeatures14=Inferno <br />
|classfeatures15=Fire Breath, archetype feature <br />
|classfeatures16=<br />
|classfeatures17=Extra Attack(4), Action Surge (3)<br />
|classfeatures18=Explosive Death, archetype feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix Immortality, Phoenix form <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=1st<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=6<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=2nd<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=5<br />
|extra2_18=5<br />
|extra2_19=6<br />
|extra2_20=7<br />
|extra3_name=3rd<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=-<br />
|extra3_8=-<br />
|extra3_9=2<br />
|extra3_10=2<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=5<br />
|extra3_20=7<br />
|extra4_name=4th<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=1<br />
|extra4_14=1<br />
|extra4_15=2<br />
|extra4_16=2<br />
|extra4_17=3<br />
|extra4_18=4<br />
|extra4_19=5<br />
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|extra5_name=5th<br />
|extra5_1=-<br />
|extra5_2=-<br />
|extra5_3=-<br />
|extra5_4=-<br />
|extra5_5=-<br />
|extra5_6=-<br />
|extra5_7=-<br />
|extra5_8=-<br />
|extra5_9=-<br />
|extra5_10=-<br />
|extra5_11=-<br />
|extra5_12=-<br />
|extra5_13=-<br />
|extra5_14=-<br />
|extra5_15=-<br />
|extra5_16=-<br />
|extra5_17=1<br />
|extra5_18=2<br />
|extra5_19=3<br />
|extra5_20=7<br />
}}<br />
<br />
==== Phoenix Rage ====<br />
<br />
In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.<br />
<br />
While raging, you gain the following benefits if you aren't wearing heavy armor:<br />
<br />
• You have advantage on Strength Checks and Strength Saving Throws.<br />
<br />
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.<br />
<br />
• You have Resistance to bludgeoning, piercing, and slashing damage.<br />
<br />
Unlike normal Rage this does not end until you are knocked unconscious <br />
<br />
==== Fighting Style ====<br />
<br />
You were trained in the martial arts of your culture from a young age. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Lancer<br />
You lose the disadvantage when you use a lance to attack a target within 5 feet of you,and may use a lance one handed when not mounted.<br />
<br />
;Great Defense<br />
While you are wearing armor, you gain +2 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Expert Rider<br />
You gain the Mounted Combatant feat.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Phoenix Healing ====<br />
You gain a small amount of the phoenix's power which allows you to heal as a bonus action. At levels 1-4 roll 1d6 x Phoenix Knight level to regain health, at levels 5-10 roll 2d6 x Phoenix Knight to regain health level at levels 11-15 roll 2d8 x Phoenix Knight level to regain health and at level's 16-20 roll 2d12 x Phoenix Knight level to regain health. This can be done three times and recharges on a short rest.<br />
<br />
==== SpellCasting ====<br />
<br />
By 2nd level, you can cast Phoenix Kinght spells<br />
<br />
Preparing and Casting Spells<br />
The Pheonix Knight table shows how many spell slots you have to cast your Phoenix Knight spells. To cast one of your Phoenix Knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
You prepare the list of Phoenix Knight spells that are available for you to cast, choosing from Phoenix Knight spell-list. When you do so, choose a number of Phoenix Knight spells equal to your Charisma modifier + half your Phoenix Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Phoenix Knight spells requires time spent in prayer and meditation.<br />
<br />
Spellcasting Ability<br />
Charisma is your spell casting ability for your Phoenix Knight spells. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Phoenix Knight spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your charisma modifier<br />
<br />
Spellcasting Focus<br />
You use your Phoenix Necklace for spell casting focus for your Phoenix Knight spells.<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 2nd 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 7th level in this class, increases to four when you reach 13th level in this class, and increases to five when you reach level 17.<br />
<br />
==== Action Surge ====<br />
<br />
Starting at third level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it two times before a rest. Starting at 17th level, you can use it three times before a rest.<br />
<br />
==== Champion Archetype ====<br />
<br />
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.<br />
<br />
<br />
;Improved Critical<br />
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
<br />
;Remarkable Athlete<br />
Starting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus.<br />
<br />
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.<br />
<br />
<br />
;Additional Fighting Style<br />
At 10th level, you can choose a second option from the Fighting Style class feature.<br />
<br />
<br />
;Superior Critical<br />
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.<br />
<br />
<br />
;Survivor<br />
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. Does not add on to phoenix healing.<br />
<br />
You don’t gain this benefit if you have 0 Hit Points.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame on ====<br />
<br />
Any hostile within ten feet of you takes 1d8 fire damage. This damage also occurs when a creature attacks you. this lasts until the end of your next turn. You may use this ability once a day and must take a short or long rest before using this ability again.<br />
<br />
==== Brave Heart ====<br />
<br />
At 6th level, you gain advantage on saving throws against being frightened.<br />
<br />
At 10th level, you are immune to being frightened.<br />
<br />
At 14th level, each friendly creature within 10 feet of you is immune to being frightened while you are conscious.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9 at your command Phoenix wings sprout out of your back and allow you 60 flying speed. Your Phoenix wings last until the end of your next turn. you can use this 2 times, and need to take a short or long rest before using again.<br />
<br />
==== Inferno ====<br />
<br />
At level 14 You are able to harness the power of the phoenix and channel it into any simple or martial melee weapon as well as any ranged weapon to do an extra 6d6 fire damage. if a weapon already does fire damage add the 6d6 to the fire damage it already does. you may use this ability twice a day. you need to complete a short or long rest before using it again.<br />
<br />
==== Fire Breath ====<br />
<br />
You exhale fire in a 60-foot line that is 10 feet wide. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. At level damage increases to 5d6 fire damage. you can only use this ability once a day. you need to take a long or short rest before using again<br />
<br />
==== Explosive Death ====<br />
<br />
When you are dropped to 0 hit points your body explodes in a 10ft radius. Any creature within that radius must make a dexterity saving throw, on a fail the creature takes 5d6 fire damage or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
Once you die your reborn from the ashes you left on the material plane after falling. The process for you to be reborn is 1d20 x 2 days.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you can activate at any time once per long rest and lasts till the end of your next 2 turns. You're able to channel powers of the phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright shining color of your choice with the appearance of flames, your flames appear as a color of your choice, your wings sprout out from your back giving you a total of 70 flying speed your fire breath does an additional 2d8 fire damage. your feet turn into talons and you are able to attack with your feet which is considered a melee weapon attack of 2d6 + Strength mod, Roll 1d20 + Strength + proficiency bonus, your melee weapon does an extra 1d6 fire damage as it is consumed in fired, in a 10ft radius you are covered in fire and any creature within the area takes an extra 3d8 on top of the 1d8 it already does, this damage also happens if they attack you wile in the 10 ft radius they take an extra 8d8 fire damage, if you die in this form the damage from your explosive death does is increased to 10d6 fire damage and the radius is increased to a 20ft radius. any magic used in this form does an extra 2d6 on top of the damage the spell does. you can only use this ability once a day. you need to take a long or short rest before using again.<br />
<br />
=== Phoenix Knight Spell List ===<br />
<br />
You know all of the spells on the basic Phoenix Knight spell list and theese four cantrips sacred flame, fire bolt, Create bonfire, Phoenix Strike(homebrew), Claws of the dragon(homebrew), Fire splach(Homebrew), and control flame<br />
<br />
;1st Level<br />
''Bane, Restore(Homebrew), Repel(Homebrew), Speak With Animals, Faerie Fire, searing smite, chromatic orb(fire only), Burning hads, Absorb elements(fire only), Endure Elements(Homebrew)(fire only), Coldfire(homebrew), Fire Dragons Roar(Homebrew), Dragon Rend(Homebrew), Fire Dragons Iron Fist(homebrew), Fire Whip(Homebrew), ''<br />
<br />
;2nd Level<br />
''Black Fire(Homebrew), Elemental Blade(Homebrew)(fire only), Aganazzar's Scorcher, Knock, Heat metal, Continual Flame, Flaming Sphere, Scorching Ray, frostfire bolt, Fire dragons wing attack(homebrew), tile of fire(homebrew), Fiend fire(Homebrew), ''<br />
<br />
;3rd Level<br />
''Flame Jump(homebrew), Chill fire(HomeBrew), Blinding smite, Fireball, Erupting Earth, Hunger of hadar, fire beads(homebrew), Lingering flame(homebrew), Steal Spell(homebrew) ''<br />
<br />
;4th Level<br />
''Fire wall, Elemental Bane, Polymorph, Conjure minor elementals, Fire Shield, aura of embers(Hombebrew), Fire of Cupid(Homebrew), Lava burst(Homebrew), Lava line(homebrew)''<br />
<br />
;5th Level<br />
''Seeming, Scrying, Flame Strike, Conjure elemental(fire only), Din's fire(Homebrew), Dragon meteor(Homebrew), Durnash's Flame(homebrew), Fallen Meteor(Homebrew), Fire flow(Homebrew), Fire volley(Homebrew), Healing fire(homebrew), Hellfire(Homebrew), Wichfire(homebrew), call of crusaders(homebrew), Hell Smite(homebrew), ''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 12 strength, 12 constitution, & a Phoenix Necklace<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1133187Phoenix Knight (5e Class)2019-02-03T16:30:27Z<p>Fire Archer: /* Phoenix Healing */</p>
<hr />
<div>== Phoenix Knight ==<br />
<br />
you have the power of the phoenix<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you found, inherited, or gained a Phoenix necklace that has immeasurable power within it and the stronger you get the more power it gives you. This necklace cannot be taken off unless you are killed and if you roll any number below 5 your necklace can be taken off of your body other wise its so hot to the point if anyone touches it it does 2d6 fire damage and it's so heavy no one can pick it up directly but so light to as if they pick up your ashes they can carry it with you, if you roll below 5 and someone takes your necklace you are permanently dead and the necklace will turn into ash if it does not find a "host" within 24 hours. the necklace has the appearance that a actual phoenix is trapped inside but don't worry their is and it's in the shape of a phoenix head and when you use any of your class features that aren't extra attack fighting style action surge the phoenix inside will let out a loud roar and sometimes if you ask it it will roar to intimidate people if you are not using any of the features but with this class you have the power of a phoenix while being a knight. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/90/2b/9a/902b9ad8fccb16f4dec47609bb503cdc.jpg|https://www.pinterest.com/pin/570690584009649340/}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a cross bow with half plate armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=1d12 <br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Three from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=2 Simple melee weapon<br />
|item1b=1 martial melee weapon<br />
|item1c=<br />
|item2a=Crossbow with 20 bolts<br />
|item2b=1 Martial melee weapon <br />
|item2c=<br />
|item3a=Chain Mail<br />
|item3b=Half Plate<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Healing<br />
|classfeatures2=Spellcasting, Extra Attack<br />
|classfeatures3=Action Surge, Champion archetype<br />
|classfeatures4=<br />
|classfeatures5=Flame on <br />
|classfeatures6=Brave Heart <br />
|classfeatures7=Extra Attack (2), archetype feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings <br />
|classfeatures10=Archetype feature<br />
|classfeatures11=Action Surge(2)<br />
|classfeatures12=<br />
|classfeatures13=Extra Attack (3)<br />
|classfeatures14=Inferno <br />
|classfeatures15=Fire Breath, archetype feature <br />
|classfeatures16=<br />
|classfeatures17=Extra Attack(4), Action Surge (3)<br />
|classfeatures18=Explosive Death, archetype feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix Immortality, Phoenix form <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=1st<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=6<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=2nd<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=5<br />
|extra2_18=5<br />
|extra2_19=6<br />
|extra2_20=7<br />
|extra3_name=3rd<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=-<br />
|extra3_8=-<br />
|extra3_9=2<br />
|extra3_10=2<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=5<br />
|extra3_20=7<br />
|extra4_name=4th<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=1<br />
|extra4_14=1<br />
|extra4_15=2<br />
|extra4_16=2<br />
|extra4_17=3<br />
|extra4_18=4<br />
|extra4_19=5<br />
|extra4_20=7<br />
|extra5_name=5th<br />
|extra5_1=-<br />
|extra5_2=-<br />
|extra5_3=-<br />
|extra5_4=-<br />
|extra5_5=-<br />
|extra5_6=-<br />
|extra5_7=-<br />
|extra5_8=-<br />
|extra5_9=-<br />
|extra5_10=-<br />
|extra5_11=-<br />
|extra5_12=-<br />
|extra5_13=-<br />
|extra5_14=-<br />
|extra5_15=-<br />
|extra5_16=-<br />
|extra5_17=1<br />
|extra5_18=2<br />
|extra5_19=3<br />
|extra5_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
You were trained in the martial arts of your culture from a young age. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Lancer<br />
You lose the disadvantage when you use a lance to attack a target within 5 feet of you,and may use a lance one handed when not mounted.<br />
<br />
;Great Defense<br />
While you are wearing armor, you gain +2 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Expert Rider<br />
You gain the Mounted Combatant feat.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Phoenix Healing ====<br />
You gain a small amount of the phoenix's power which allows you to heal as a bonus action. At levels 1-4 roll 1d6 x Phoenix Knight level to regain health, at levels 5-10 roll 2d6 x Phoenix Knight to regain health level at levels 11-15 roll 2d8 x Phoenix Knight level to regain health and at level's 16-20 roll 2d12 x Phoenix Knight level to regain health. This can be done three times and recharges on a short rest.<br />
<br />
==== SpellCasting ====<br />
<br />
By 2nd level, you can cast Phoenix Kinght spells<br />
<br />
Preparing and Casting Spells<br />
The Pheonix Knight table shows how many spell slots you have to cast your Phoenix Knight spells. To cast one of your Phoenix Knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
You prepare the list of Phoenix Knight spells that are available for you to cast, choosing from Phoenix Knight spell-list. When you do so, choose a number of Phoenix Knight spells equal to your Charisma modifier + half your Phoenix Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Phoenix Knight spells requires time spent in prayer and meditation.<br />
<br />
Spellcasting Ability<br />
Charisma is your spell casting ability for your Phoenix Knight spells. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Phoenix Knight spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your charisma modifier<br />
<br />
Spellcasting Focus<br />
You use your Phoenix Necklace for spell casting focus for your Phoenix Knight spells.<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 2nd 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 7th level in this class, increases to four when you reach 13th level in this class, and increases to five when you reach level 17.<br />
<br />
==== Action Surge ====<br />
<br />
Starting at third level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it two times before a rest. Starting at 17th level, you can use it three times before a rest.<br />
<br />
==== Champion Archetype ====<br />
<br />
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.<br />
<br />
<br />
;Improved Critical<br />
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
<br />
;Remarkable Athlete<br />
Starting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus.<br />
<br />
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.<br />
<br />
<br />
;Additional Fighting Style<br />
At 10th level, you can choose a second option from the Fighting Style class feature.<br />
<br />
<br />
;Superior Critical<br />
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.<br />
<br />
<br />
;Survivor<br />
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. Does not add on to phoenix healing.<br />
<br />
You don’t gain this benefit if you have 0 Hit Points.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame on ====<br />
<br />
Any hostile within ten feet of you takes 1d8 fire damage. This damage also occurs when a creature attacks you. this lasts until the end of your next turn. You may use this ability once a day and must take a short or long rest before using this ability again.<br />
<br />
==== Brave Heart ====<br />
<br />
At 6th level, you gain advantage on saving throws against being frightened.<br />
<br />
At 10th level, you are immune to being frightened.<br />
<br />
At 14th level, each friendly creature within 10 feet of you is immune to being frightened while you are conscious.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9 at your command Phoenix wings sprout out of your back and allow you 60 flying speed. Your Phoenix wings last until the end of your next turn. you can use this 2 times, and need to take a short or long rest before using again.<br />
<br />
==== Inferno ====<br />
<br />
At level 14 You are able to harness the power of the phoenix and channel it into any simple or martial melee weapon as well as any ranged weapon to do an extra 6d6 fire damage. if a weapon already does fire damage add the 6d6 to the fire damage it already does. you may use this ability twice a day. you need to complete a short or long rest before using it again.<br />
<br />
==== Fire Breath ====<br />
<br />
You exhale fire in a 60-foot line that is 10 feet wide. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. At level damage increases to 5d6 fire damage. you can only use this ability once a day. you need to take a long or short rest before using again<br />
<br />
==== Explosive Death ====<br />
<br />
When you are dropped to 0 hit points your body explodes in a 10ft radius. Any creature within that radius must make a dexterity saving throw, on a fail the creature takes 5d6 fire damage or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
Once you die your reborn from the ashes you left on the material plane after falling. The process for you to be reborn is 1d20 x 2 days.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you can activate at any time once per long rest and lasts till the end of your next 2 turns. You're able to channel powers of the phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright shining color of your choice with the appearance of flames, your flames appear as a color of your choice, your wings sprout out from your back giving you a total of 70 flying speed your fire breath does an additional 2d8 fire damage. your feet turn into talons and you are able to attack with your feet which is considered a melee weapon attack of 2d6 + Strength mod, Roll 1d20 + Strength + proficiency bonus, your melee weapon does an extra 1d6 fire damage as it is consumed in fired, in a 10ft radius you are covered in fire and any creature within the area takes an extra 3d8 on top of the 1d8 it already does, this damage also happens if they attack you wile in the 10 ft radius they take an extra 8d8 fire damage, if you die in this form the damage from your explosive death does is increased to 10d6 fire damage and the radius is increased to a 20ft radius. any magic used in this form does an extra 2d6 on top of the damage the spell does. you can only use this ability once a day. you need to take a long or short rest before using again.<br />
<br />
=== Phoenix Knight Spell List ===<br />
<br />
You know all of the spells on the basic Phoenix Knight spell list and theese four cantrips sacred flame, fire bolt, Create bonfire, Phoenix Strike(homebrew), Claws of the dragon(homebrew), Fire splach(Homebrew), and control flame<br />
<br />
;1st Level<br />
''Bane, Restore(Homebrew), Repel(Homebrew), Speak With Animals, Faerie Fire, searing smite, chromatic orb(fire only), Burning hads, Absorb elements(fire only), Endure Elements(Homebrew)(fire only), Coldfire(homebrew), Fire Dragons Roar(Homebrew), Dragon Rend(Homebrew), Fire Dragons Iron Fist(homebrew), Fire Whip(Homebrew), ''<br />
<br />
;2nd Level<br />
''Black Fire(Homebrew), Elemental Blade(Homebrew)(fire only), Aganazzar's Scorcher, Knock, Heat metal, Continual Flame, Flaming Sphere, Scorching Ray, frostfire bolt, Fire dragons wing attack(homebrew), tile of fire(homebrew), Fiend fire(Homebrew), ''<br />
<br />
;3rd Level<br />
''Flame Jump(homebrew), Chill fire(HomeBrew), Blinding smite, Fireball, Erupting Earth, Hunger of hadar, fire beads(homebrew), Lingering flame(homebrew), Steal Spell(homebrew) ''<br />
<br />
;4th Level<br />
''Fire wall, Elemental Bane, Polymorph, Conjure minor elementals, Fire Shield, aura of embers(Hombebrew), Fire of Cupid(Homebrew), Lava burst(Homebrew), Lava line(homebrew)''<br />
<br />
;5th Level<br />
''Seeming, Scrying, Flame Strike, Conjure elemental(fire only), Din's fire(Homebrew), Dragon meteor(Homebrew), Durnash's Flame(homebrew), Fallen Meteor(Homebrew), Fire flow(Homebrew), Fire volley(Homebrew), Healing fire(homebrew), Hellfire(Homebrew), Wichfire(homebrew), call of crusaders(homebrew), Hell Smite(homebrew), ''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 12 strength, 12 constitution, & a Phoenix Necklace<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Phoenix_Knight_(5e_Class)&diff=1133186Phoenix Knight (5e Class)2019-02-03T16:28:03Z<p>Fire Archer: /* Phoenix Healing */</p>
<hr />
<div>== Phoenix Knight ==<br />
<br />
you have the power of the phoenix<br />
<br />
=== Phoenix Knight ===<br />
<br />
As a Phoenix Knight you found, inherited, or gained a Phoenix necklace that has immeasurable power within it and the stronger you get the more power it gives you. This necklace cannot be taken off unless you are killed and if you roll any number below 5 your necklace can be taken off of your body other wise its so hot to the point if anyone touches it it does 2d6 fire damage and it's so heavy no one can pick it up directly but so light to as if they pick up your ashes they can carry it with you, if you roll below 5 and someone takes your necklace you are permanently dead and the necklace will turn into ash if it does not find a "host" within 24 hours. the necklace has the appearance that a actual phoenix is trapped inside but don't worry their is and it's in the shape of a phoenix head and when you use any of your class features that aren't extra attack fighting style action surge the phoenix inside will let out a loud roar and sometimes if you ask it it will roar to intimidate people if you are not using any of the features but with this class you have the power of a phoenix while being a knight. Feel free to fix anything you think needs to be fixed or balanced I tried my best and this is my first time making a class hope you all enjoy the class.<br />
<br />
=== Creating a Phoenix Knight ===<br />
<div class="externalimage-holder" style="width:50%"><br />
{{5e Image|float:right|https://i.pinimg.com/originals/90/2b/9a/902b9ad8fccb16f4dec47609bb503cdc.jpg|https://www.pinterest.com/pin/570690584009649340/}}</div><br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Phoenix Knight quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose any kind of martial weapon and a cross bow with half plate armor.<br />
<br />
{{5e Class Features<br />
|name=Phoenix Knight<br />
|summary=<br />
|hd=1d12 <br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= All armor and Shields<br />
|weapons=Simple & Martial weapons <br />
|tools=None<br />
|saves=Strength, Constitution <br />
|skills=Choose Three from Animal Handling, Arcana, Athletics, Intimidation, Persuasion, Religion, and Survival <br />
|item1a=2 Simple melee weapon<br />
|item1b=1 martial melee weapon<br />
|item1c=<br />
|item2a=Crossbow with 20 bolts<br />
|item2b=1 Martial melee weapon <br />
|item2c=<br />
|item3a=Chain Mail<br />
|item3b=Half Plate<br />
|item3c=<br />
|item4a=Dungeoneer's pack<br />
|item4b=Explorer's Pack <br />
|item4c=<br />
|Item5a=Phoenix Relic <br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1=Fighting Style, Phoenix Healing<br />
|classfeatures2=Spellcasting, Extra Attack<br />
|classfeatures3=Action Surge, Champion archetype<br />
|classfeatures4=<br />
|classfeatures5=Flame on <br />
|classfeatures6=Brave Heart <br />
|classfeatures7=Extra Attack (2), archetype feature<br />
|classfeatures8=<br />
|classfeatures9=Phoenix Wings <br />
|classfeatures10=Archetype feature<br />
|classfeatures11=Action Surge(2)<br />
|classfeatures12=<br />
|classfeatures13=Extra Attack (3)<br />
|classfeatures14=Inferno <br />
|classfeatures15=Fire Breath, archetype feature <br />
|classfeatures16=<br />
|classfeatures17=Extra Attack(4), Action Surge (3)<br />
|classfeatures18=Explosive Death, archetype feature <br />
|classfeatures19=<br />
|classfeatures20=Phoenix Immortality, Phoenix form <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=1st<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=5<br />
|extra1_16=5<br />
|extra1_17=5<br />
|extra1_18=6<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=2nd<br />
|extra2_1=-<br />
|extra2_2=-<br />
|extra2_3=-<br />
|extra2_4=-<br />
|extra2_5=2<br />
|extra2_6=2<br />
|extra2_7=2<br />
|extra2_8=3<br />
|extra2_9=3<br />
|extra2_10=3<br />
|extra2_11=3<br />
|extra2_12=3<br />
|extra2_13=3<br />
|extra2_14=4<br />
|extra2_15=4<br />
|extra2_16=4<br />
|extra2_17=5<br />
|extra2_18=5<br />
|extra2_19=6<br />
|extra2_20=7<br />
|extra3_name=3rd<br />
|extra3_1=-<br />
|extra3_2=-<br />
|extra3_3=-<br />
|extra3_4=-<br />
|extra3_5=-<br />
|extra3_6=-<br />
|extra3_7=-<br />
|extra3_8=-<br />
|extra3_9=2<br />
|extra3_10=2<br />
|extra3_11=2<br />
|extra3_12=2<br />
|extra3_13=3<br />
|extra3_14=3<br />
|extra3_15=3<br />
|extra3_16=4<br />
|extra3_17=4<br />
|extra3_18=4<br />
|extra3_19=5<br />
|extra3_20=7<br />
|extra4_name=4th<br />
|extra4_1=-<br />
|extra4_2=-<br />
|extra4_3=-<br />
|extra4_4=-<br />
|extra4_5=-<br />
|extra4_6=-<br />
|extra4_7=-<br />
|extra4_8=-<br />
|extra4_9=-<br />
|extra4_10=-<br />
|extra4_11=-<br />
|extra4_12=-<br />
|extra4_13=1<br />
|extra4_14=1<br />
|extra4_15=2<br />
|extra4_16=2<br />
|extra4_17=3<br />
|extra4_18=4<br />
|extra4_19=5<br />
|extra4_20=7<br />
|extra5_name=5th<br />
|extra5_1=-<br />
|extra5_2=-<br />
|extra5_3=-<br />
|extra5_4=-<br />
|extra5_5=-<br />
|extra5_6=-<br />
|extra5_7=-<br />
|extra5_8=-<br />
|extra5_9=-<br />
|extra5_10=-<br />
|extra5_11=-<br />
|extra5_12=-<br />
|extra5_13=-<br />
|extra5_14=-<br />
|extra5_15=-<br />
|extra5_16=-<br />
|extra5_17=1<br />
|extra5_18=2<br />
|extra5_19=3<br />
|extra5_20=7<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
You were trained in the martial arts of your culture from a young age. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Lancer<br />
You lose the disadvantage when you use a lance to attack a target within 5 feet of you,and may use a lance one handed when not mounted.<br />
<br />
;Great Defense<br />
While you are wearing armor, you gain +2 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Expert Rider<br />
You gain the Mounted Combatant feat.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.<br />
<br />
==== Phoenix Healing ====<br />
You gain a small amount of the phoenix's power which allows you to heal. At levels 1-4 roll 1d6 x Phoenix Knight level to regain health, at levels 5-10 roll 2d6 x Phoenix Knight to regain health level at levels 11-15 roll 2d8 x Phoenix Knight level to regain health and at level's 16-20 roll 2d12 x Phoenix Knight level to regain health. This can be done three times and recharges on a short rest.<br />
<br />
==== SpellCasting ====<br />
<br />
By 2nd level, you can cast Phoenix Kinght spells<br />
<br />
Preparing and Casting Spells<br />
The Pheonix Knight table shows how many spell slots you have to cast your Phoenix Knight spells. To cast one of your Phoenix Knight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.<br />
<br />
You prepare the list of Phoenix Knight spells that are available for you to cast, choosing from Phoenix Knight spell-list. When you do so, choose a number of Phoenix Knight spells equal to your Charisma modifier + half your Phoenix Knight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.<br />
<br />
Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Phoenix Knight spells requires time spent in prayer and meditation.<br />
<br />
Spellcasting Ability<br />
Charisma is your spell casting ability for your Phoenix Knight spells. You use your Charisma whenever a spell refers to your spell casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Phoenix Knight spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your charisma modifier<br />
<br />
Spell attack modifier = your proficiency bonus + your charisma modifier<br />
<br />
Spellcasting Focus<br />
You use your Phoenix Necklace for spell casting focus for your Phoenix Knight spells.<br />
<br />
==== Extra attack ====<br />
<br />
Beginning at 2nd 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 7th level in this class, increases to four when you reach 13th level in this class, and increases to five when you reach level 17.<br />
<br />
==== Action Surge ====<br />
<br />
Starting at third level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it two times before a rest. Starting at 17th level, you can use it three times before a rest.<br />
<br />
==== Champion Archetype ====<br />
<br />
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.<br />
<br />
<br />
;Improved Critical<br />
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.<br />
<br />
<br />
;Remarkable Athlete<br />
Starting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency Bonus.<br />
<br />
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.<br />
<br />
<br />
;Additional Fighting Style<br />
At 10th level, you can choose a second option from the Fighting Style class feature.<br />
<br />
<br />
;Superior Critical<br />
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.<br />
<br />
<br />
;Survivor<br />
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. Does not add on to phoenix healing.<br />
<br />
You don’t gain this benefit if you have 0 Hit Points.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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.<br />
<br />
==== Flame on ====<br />
<br />
Any hostile within ten feet of you takes 1d8 fire damage. This damage also occurs when a creature attacks you. this lasts until the end of your next turn. You may use this ability once a day and must take a short or long rest before using this ability again.<br />
<br />
==== Brave Heart ====<br />
<br />
At 6th level, you gain advantage on saving throws against being frightened.<br />
<br />
At 10th level, you are immune to being frightened.<br />
<br />
At 14th level, each friendly creature within 10 feet of you is immune to being frightened while you are conscious.<br />
<br />
==== Phoenix Wings ====<br />
<br />
When you reach level 9 at your command Phoenix wings sprout out of your back and allow you 60 flying speed. Your Phoenix wings last until the end of your next turn. you can use this 2 times, and need to take a short or long rest before using again.<br />
<br />
==== Inferno ====<br />
<br />
At level 14 You are able to harness the power of the phoenix and channel it into any simple or martial melee weapon as well as any ranged weapon to do an extra 6d6 fire damage. if a weapon already does fire damage add the 6d6 to the fire damage it already does. you may use this ability twice a day. you need to complete a short or long rest before using it again.<br />
<br />
==== Fire Breath ====<br />
<br />
You exhale fire in a 60-foot line that is 10 feet wide. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. At level damage increases to 5d6 fire damage. you can only use this ability once a day. you need to take a long or short rest before using again<br />
<br />
==== Explosive Death ====<br />
<br />
When you are dropped to 0 hit points your body explodes in a 10ft radius. Any creature within that radius must make a dexterity saving throw, on a fail the creature takes 5d6 fire damage or half as much on a success.<br />
<br />
==== Phoenix Immortality ====<br />
<br />
Once you die your reborn from the ashes you left on the material plane after falling. The process for you to be reborn is 1d20 x 2 days.<br />
<br />
==== Phoenix Form ====<br />
<br />
At level 20 you can activate at any time once per long rest and lasts till the end of your next 2 turns. You're able to channel powers of the phoenix making yourself more powerful. While in Phoenix Form your eyes turn into a bright shining color of your choice with the appearance of flames, your flames appear as a color of your choice, your wings sprout out from your back giving you a total of 70 flying speed your fire breath does an additional 2d8 fire damage. your feet turn into talons and you are able to attack with your feet which is considered a melee weapon attack of 2d6 + Strength mod, Roll 1d20 + Strength + proficiency bonus, your melee weapon does an extra 1d6 fire damage as it is consumed in fired, in a 10ft radius you are covered in fire and any creature within the area takes an extra 3d8 on top of the 1d8 it already does, this damage also happens if they attack you wile in the 10 ft radius they take an extra 8d8 fire damage, if you die in this form the damage from your explosive death does is increased to 10d6 fire damage and the radius is increased to a 20ft radius. any magic used in this form does an extra 2d6 on top of the damage the spell does. you can only use this ability once a day. you need to take a long or short rest before using again.<br />
<br />
=== Phoenix Knight Spell List ===<br />
<br />
You know all of the spells on the basic Phoenix Knight spell list and theese four cantrips sacred flame, fire bolt, Create bonfire, Phoenix Strike(homebrew), Claws of the dragon(homebrew), Fire splach(Homebrew), and control flame<br />
<br />
;1st Level<br />
''Bane, Restore(Homebrew), Repel(Homebrew), Speak With Animals, Faerie Fire, searing smite, chromatic orb(fire only), Burning hads, Absorb elements(fire only), Endure Elements(Homebrew)(fire only), Coldfire(homebrew), Fire Dragons Roar(Homebrew), Dragon Rend(Homebrew), Fire Dragons Iron Fist(homebrew), Fire Whip(Homebrew), ''<br />
<br />
;2nd Level<br />
''Black Fire(Homebrew), Elemental Blade(Homebrew)(fire only), Aganazzar's Scorcher, Knock, Heat metal, Continual Flame, Flaming Sphere, Scorching Ray, frostfire bolt, Fire dragons wing attack(homebrew), tile of fire(homebrew), Fiend fire(Homebrew), ''<br />
<br />
;3rd Level<br />
''Flame Jump(homebrew), Chill fire(HomeBrew), Blinding smite, Fireball, Erupting Earth, Hunger of hadar, fire beads(homebrew), Lingering flame(homebrew), Steal Spell(homebrew) ''<br />
<br />
;4th Level<br />
''Fire wall, Elemental Bane, Polymorph, Conjure minor elementals, Fire Shield, aura of embers(Hombebrew), Fire of Cupid(Homebrew), Lava burst(Homebrew), Lava line(homebrew)''<br />
<br />
;5th Level<br />
''Seeming, Scrying, Flame Strike, Conjure elemental(fire only), Din's fire(Homebrew), Dragon meteor(Homebrew), Durnash's Flame(homebrew), Fallen Meteor(Homebrew), Fire flow(Homebrew), Fire volley(Homebrew), Healing fire(homebrew), Hellfire(Homebrew), Wichfire(homebrew), call of crusaders(homebrew), Hell Smite(homebrew), ''<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Phoenix Knight class, you must meet these prerequisites: 12 strength, 12 constitution, & a Phoenix Necklace<br />
<br />
'''Proficiencies.''' When you multi-class into the Phoenix Knight class, you become proficient in the following: martial melee weapons, light, medium, heavy armor, and shields.<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1009755Samurai, Variant (5e Class)2018-02-18T01:27:47Z<p>Fire Archer: </p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Unarmored Defense, Dual Wielding<br />
|classfeatures2=Fighting Posture, Expertise<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike, Wind Rider<br />
|classfeatures19= Style Improvement<br />
|classfeatures20=Fruits of Discipline<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Unarmored Defense ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 2nd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can now add your Wisdom modifier to your attack and damage rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 18th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 5 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone up to 30ft in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 damage of the type you choose. You can use this ability once per short rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Wrath of the dragon}}<br />
Beginning at 11th level you can add 5d10 of your chosen elemental damage to your attacks. This can be done a number of times of your samurai level plus your wisdom modifier divided by 2. These can be recharged on a short rest.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 19th you gain the ability to make a single massive strike with your weapon that has advantage to hit and doubles your damage. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1001835Samurai, Variant (5e Class)2018-01-25T15:56:04Z<p>Fire Archer: /* Creating a Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19= Style Improvement<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone up to 30ft in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 damage of the type you choose. You can use this ability once per long rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Wrath of the dragon}}<br />
Beginning at 12th level you can add 5d10 of your chosen elemental damage to your attacks. This can be done a number of times of your samurai level plus your wisdom modifier divided by 2. These can be recharged on a long rest.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1001834Samurai, Variant (5e Class)2018-01-25T15:54:05Z<p>Fire Archer: /* Creating a Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion, Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone up to 30ft in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 damage of the type you choose. You can use this ability once per long rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Wrath of the dragon}}<br />
Beginning at 12th level you can add 5d10 of your chosen elemental damage to your attacks. This can be done a number of times of your samurai level plus your wisdom modifier divided by 2. These can be recharged on a long rest.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1001833Samurai, Variant (5e Class)2018-01-25T15:53:24Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion <br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone up to 30ft in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 damage of the type you choose. You can use this ability once per long rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Wrath of the dragon}}<br />
Beginning at 12th level you can add 5d10 of your chosen elemental damage to your attacks. This can be done a number of times of your samurai level plus your wisdom modifier divided by 2. These can be recharged on a long rest.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1001178Samurai, Variant (5e Class)2018-01-23T21:52:25Z<p>Fire Archer: /* Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement, Evasion <br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
Beginning at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When 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.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 dmage of the type you choose. You can use this ability once per long rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1000602Samurai, Variant (5e Class)2018-01-22T01:13:39Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 dmage of the type you choose. You can use this ability once per long rest at 9th level and 3 times at 11th level. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=1000598Samurai, Variant (5e Class)2018-01-22T00:41:10Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 8th level, you can choose two more of your proficiencies to gain this benefit.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 6d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 12d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=999672Samurai, Variant (5e Class)2018-01-19T00:23:48Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you lose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=999671Samurai, Variant (5e Class)2018-01-19T00:18:30Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15th you gain the ability to make 4 attacks as a single attack action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=999669Samurai, Variant (5e Class)2018-01-18T23:51:39Z<p>Fire Archer: /* One With The Blade */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=999668Samurai, Variant (5e Class)2018-01-18T23:49:51Z<p>Fire Archer: /* One With The Blade */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 10th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make an attack).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks, if you are an expert then you may add triple your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier as well to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kurichikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994840Samurai, Variant (5e Class)2018-01-04T23:49:58Z<p>Fire Archer: /* Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Style Improvement, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994791Samurai, Variant (5e Class)2018-01-04T21:09:13Z<p>Fire Archer: /* Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike, Indomitable<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts, Indomitable<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994784Samurai, Variant (5e Class)2018-01-04T21:03:45Z<p>Fire Archer: /* Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994783Samurai, Variant (5e Class)2018-01-04T21:02:15Z<p>Fire Archer: /* Samurai */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise<br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade, Indomitable<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again <br />
until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests <br />
starting at 17th level.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994777Samurai, Variant (5e Class)2018-01-04T20:41:10Z<p>Fire Archer: /* Genso Buredo Style */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise <br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 9th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting).At 11th level this becomes 6d6 dmage of the type you choose. You can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archerhttps://www.dandwiki.com/w/index.php?title=Samurai,_Variant_(5e_Class)&diff=994506Samurai, Variant (5e Class)2018-01-03T20:56:02Z<p>Fire Archer: /* Extra Attack */</p>
<hr />
<div>== Samurai ==<br />
<br />
<!--Introduction--><br />
<br />
=== Introduction ===<br />
<br />
Noble warriors from Japan, these warriors follow a code called Bushido, which guides to their path of honour; masters in the art of swords these warriors use them with grace and unmatched skill. Using their skills for themselves or for others, these warriors will fight to the death and won't surrender. Some legends say they are able to control the elements after years of study and meditation. Follower of the Bushido. Warrior with unique abilities achieved throughout years of training, the samurai is well known by it's fighting style, code of conduct and weapon proficiency, being able to defeat a foe in one single draw or sustaining several attacks swiftly and commanding its allies to victory. Not only deadly with a katana, the samurai is specialized with several kinds of weapon, but tend to stick with one style for the rest of its life as its trademark.<br />
=== Creating a Samurai ===<br />
<br />
<br />
Why does your character follow the Bushido, or why don't they? Why did they decide to travel? Do they fight for their master, for themselves or to protect someone? Did they flee from their master or was their master killed and now they seek revenge? Is their honor important as their life?<br />
<br />
;Quick Build<br />
You can make a Samurai quickly by following these suggestions. Dexterity should be your highest ability score, followed by Wisdom. Then choose between the Noble, Soldier, Folk Hero or Outlander backgrounds.<br />
<br />
{{5e Class Features<br />
|name=Samurai<br />
|summary= A swordmaster that fights with deadly grace and skill<br />
|hd=1d10<br />
|armor=Light and medium armor<br />
|weapons= All weapons<br />
|tools=Pick one of your choice<br />
|saves=Dexterity and your choice between Wisdom and Strength<br />
|skills=Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth<br />
|item1a=A longsword (Katana)(finesse)<br />
|item1b=two shortswords (Wakizachi)<br />
|item2a=Chain shirt<br />
|item2b=traveler's clothes<br />
|item3a=Dungeoneer's Pack <br />
|item3b=Explorer's Pack<br />
|item4a=A fishing tackle<br />
|item4b=a musical instrument of your choice<br />
|wealth=5d4 x 10 gp<br />
|classfeatures1=Sword Dancer, Natural Armor, Dual Wielding, Expertise <br />
|classfeatures2=Fighting Posture<br />
|classfeatures3=Sword Style<br />
|classfeatures4=<br />
|classfeatures5=Extra Attack<br />
|classfeatures6=Style Improvement, Ability Score Improvement, Expertise <br />
|classfeatures7=Acrobatics Master<br />
|classfeatures8=Expertise <br />
|classfeatures9=One With The Blade<br />
|classfeatures10=Extra Attack<br />
|classfeatures11=Style Improvement<br />
|classfeatures12=Posture Improvement<br />
|classfeatures13=Precise Strike<br />
|classfeatures14=<br />
|classfeatures15=Style Improvement<br />
|classfeatures16=<br />
|classfeatures17=Last Efforts<br />
|classfeatures18=Precise Strike<br />
|classfeatures19=<br />
|classfeatures20=Fruits of Discipline, Wind Rider<br />
}}<br />
<br />
<br />
==== Sword Dancer ====<br />
<br />
you may use your dexterity modifier for rolls while using weapons without the heavy property<br />
<br />
==== Natural Armor ====<br />
<br />
While you are not wearing any armor your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.<br />
<br />
==== Dual Wielding ====<br />
<br />
You may add your ability modifier to your offhand weapon damage.<br />
<br />
==== Fighting Posture ====<br />
<br />
Your posture becomes better, Starting at 2nd level, you can posture yourself defensively as a bonus action to gain +1 AC, or aggressively to gain +2 damage on attacks. You can change your posture again after 3 turns.<br />
<br />
==== Expertise ====<br />
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency. At 6th level, you can choose two more of your proficiencies to gain this benefit.At 8th level, you can choose one more of your proficiencies.<br />
<br />
==== Sword Style ====<br />
<br />
At 3rd level, you choose a style that shapes the nature of your attack. Choose the Hiten Mitsurugi Style or the Genso Buredo Style, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, 15th,and 19th levels.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 6th, 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.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level you may attack up to three times. This also counts with bows (You may also use your bonus action to make a shot).<br />
<br />
==== Acrobatics master ====<br />
<br />
At 7th level, you may add your proficiency bonus to acrobatics checks, if you are already proficient then add double your proficiency bonus to acrobatics checks. Additionally you gain 10 feet of flying speed but you must land once you have traveled the maximum distance.<br />
<br />
==== One With The Blade ====<br />
<br />
At 9th level your sword becomes an extension of your body and soul. You can add your Wisdom modifier modifier to your combat rolls.<br />
<br />
==== Stance Improvement ====<br />
<br />
At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.<br />
<br />
==== Precise Strike ====<br />
<br />
Beginning at 13th level your crit dice count as 19 and 20. At the 18th and the following levels, your crit dice count as 18, 19 and 20.<br />
<br />
==== Last Efforts ====<br />
<br />
At 17th level you have full control over your body. When your hp drops to zero but doesn't kill you outright, instead of falling unconscious, you can choose to drop to 1 hp. You can use this once per long rest.<br />
<br />
==== Wind Rider ====<br />
<br />
At 20th level you gain 10 feet of movement and when you move more than 20 feet in a line towards an enemy you add the distance you moved divided by 4 to the damage of your next attack.<br />
<br />
==== Fruits of Discipline ====<br />
<br />
At 20th level, your practice empowers your body and soul. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.<br />
<br />
=== Hiten Mitsurugi Style ===<br />
<br />
The Style of the Three Dragons Who Rise to the Skies.<br />
<br />
;{{#anc:Ryu Tsui Sen}}<br />
<br />
Beginning at 3rd level, once a turn, whenever an opponent is Medium or bigger size, you can deal 1d8 extra damage per turn if the creature is below its total hp. <br />
<br />
;{{#anc:Ryu Kan Sen}}<br />
Beginning at 6th level, Whenever an opponent fails an attack against you while you are at you maximum hit points, you can use your reaction to make an opportunity attack against them.<br />
<br />
;{{#anc:Bukimina Dojji}}<br />
Beginning at 11th level, you can use your incredible reflex to halve the damage you would take from an attack. You cannot do this again until you finish a short or long rest.<br />
<br />
;{{#anc:Kuritikaru}}<br />
Beginning at 15th level, when you make a critical hit, you deal 4 times the damage you would in a normal attack. You can use this one time before making a long rest.<br />
<br />
;{{#anc:Amakakeru Ryu no Hirameki}}<br />
Begining at 19th level, you can use this in an area of 10 feet radius to deal 6d10 slashing damage to everyone in the area, they must make a Dexterity save of DC 15 + your Dexterity modifier, if they succed they take half damage, and if they fail they take full damage. This counts as an Attack. You can use this one time before making a long rest.<br />
<br />
=== Genso Buredo Style ===<br />
<br />
Elemental Blade Style<br />
<br />
;{{#anc:Elemental Strike}}<br />
Choose a damage type between fire, cold and lightning. Beginning at 3rd level, you deal extra 1d4 damage of the type you choose, in your regular attacks, at 6th level 2d4, at 11th 3d4, and at 15th 4d4<br />
<br />
;{{#anc:Master of the Element}}<br />
Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.<br />
<br />
;{{#anc:Breath of the dragon}}<br />
Beginning at 11th level you gain the ability to make a breath attack, enemies in a cone in front of you take 3d6 damage of the type you choose (fire, cold, lighting). you can use this ability once per long rest. Alternatively you may gain an additional resistance.<br />
<br />
;{{#anc:Dragon Slash}}<br />
Beginning at level 15 you gain the ability to make 4 attacks on a single action, these attack deal a damage type of your choosing (fire, cold, lightning), you loose 20 hp when you use this ability. This ability can be used once per long rest.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom<br />
<br />
'''Proficiencies.''' When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Fire Archer