Samurai, Variant (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing a feature at 14th level and several features don't mention how they are activated.


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Scales.png This page is of questionable balance. Reason: This class has round counting, it gains a 3rd attack faster then the fighter, it has far too many skill proficiencies, the One With The Blade feature breaks bounded accuracy and deals far too much bonus damage, you shouldn't gain extra damage based on movement with Wind Rider, and various other subclass features are overpowered(Elemental Strike, Wrath of the dragon) or have other problems(Genso Buredo Style gains too many damage resistances, improper saving throw DC's, subclasses not having similar power level features, ect. The class as a whole could also use more unique features as this class basically just takes some of the best existing features from other classes and subclasses and adds it to this class.


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Samurai[edit]

Introduction[edit]

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.

Creating a Samurai[edit]

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?

Quick Build

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.

Class Features

As a Samurai you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and medium armor
Weapons: All weapons
Tools: Pick one of your choice
Saving Throws: Dexterity and your choice between Wisdom and Strength
Skills: Acrobatics and pick two from insight, perception, survival, medicine, animal handling and stealth

Equipment

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

  • (a) A longsword (Katana)(finesse) or (b) two shortswords (Wakizashi)
  • (a) Chain shirt or (b) traveler's clothes
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • (a) A fishing tackle or (b) a musical instrument of your choice
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Samurai

Level Proficiency
Bonus
Features
1st +2 Sword Dancer, Unarmored Defense, Two Weapon Fighting
2nd +2 Fighting Posture, Expertise
3rd +2 Sword Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Style Improvement, Ability Score Improvement
7th +3 Acrobatics Master
8th +3 Ability Score Improvement, Expertise
9th +4 One With The Blade, Style Improvement, Indomitable
10th +4 Extra Attack
11th +4 Style Improvement, Evasion, Style Improvement
12th +4 Ability Score Improvement, Posture Improvement
13th +5 Precise Strike, Indomitable
14th +5
15th +5 Style Improvement
16th +5 Ability Score Improvement
17th +6 Last Efforts, Indomitable
18th +6 Precise Strike, Wind Rider
19th +6 Ability Score Improvement, Style Improvement
20th +6 Fruits of Discipline


Sword Dancer[edit]

You may use your dexterity modifier for rolls while using weapons without the heavy property.

Unarmored Defense[edit]

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.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. 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.


Dueling 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.

Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Vorpal When dealing damage with a weapon of acuity, the damage ignores resistance

Fighting Posture[edit]

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.

Expertise[edit]

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.

Sword Style[edit]

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.

Ability Score Increase[edit]

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.

Extra Attack[edit]

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).

Acrobatics master[edit]

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.

One With The Blade[edit]

At 9th level your sword becomes an extension of your body and soul. You can now Dobble your dexterity modifier to your attack or damage rolls.

Indomitable[edit]

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 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 starting at 17th level.

Evasion[edit]

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.

Stance Improvement[edit]

At 12th level, you have mastered the fighting postures. Defensive posture grants +2 AC, and aggressive posture grants +4 damage.

Precise Strike[edit]

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.

Last Efforts[edit]

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.

Wind Rider[edit]

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.

Fruits of Discipline[edit]

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.

Hiten Mitsurugi Style[edit]

The Style of the Three Dragons Who Rise to the Skies.

Ryu Tsui Sen

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.

Ryu Kan Sen

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.

Bukimina Dojji

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.

Kurichikaru

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.

Amakakeru Ryu no Hirameki

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.

Genso Buredo Style[edit]

Elemental Blade Style

Elemental Strike

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

Master of the Element

Beginning at the 6th level you gain resistance against the element you chose previously and one additional elemental resistance.

Breath of the dragon

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 3d6 damage of the type you chose (fire, cold, or lighting).At 11th level this becomes 5d6 damage of the type you chose. 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.

Wrath of the dragon

Beginning at 11th level you can add 5d10 of your chosen elemental damage to your attacks. This can be done a number of times equal to your proficiency modifier. These can be recharged on a short rest.

Dragon Slash

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Samurai class, you must meet these prerequisites: 14 Dexterity, 13 Wisdom

Proficiencies. When you multiclass into the Samurai class, you gain the following proficiencies: Martial Weapons



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