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Samurai


Hit Points

Hit Dice: d10 per Samurai level
Hit Points at first Level: 10+ Constitution Modifier
Hit Points at Higher Levels: 1d10 (or 6)+ your Constitution Modifier

Proficiences

Armor: All Armor, Shields
Weapons: Simple, Martial, and Katanas
Tools:
Saving Throws: Dexterity, Constitution
Skills: Choose 3 from Animal Handling, Acrobatics, Athletics, History, Insight, Martial, Intimidation, Perception, and Persuasion

Class Features

FIGHTING STYLE You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again. ARCHERY You gain a +2 bonus to attack rolls you make with ranged weapons. DEFENSE While you are wearing armor, you gain a +1 bonus to AC 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   OTHERWORLDLY SENSE The presence of otherworldly creatures makes itself known to you. As an action, you know the location of any demon, devil, fiend, or yokai within 60ft. of you. This lasts until the start of your next turn.   ACTION SURGE Starting at 2nd level, you can push yourself beyond your normal limits for a moment. 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 17th level, you can use it twice before a rest, but only once on the same turn.   FOCUS Starting at 3rd level, you gain the ability to essentially overclock your mental abilities, allowing you to utilize new moves based on your Code. You gain Focus equal to your level in this class, which scales with later levels. If any use of focus requires a Saving throw from someone the DC is as follows: DC: 8 + your proficiency bonus + your Charisma modifier You regain focus at the end of a short or long rest, as well as when you land a critical hit in battle.   CODE OF HONOR Additionally at 3rd level, you dedicate yourself to a code of honor, whether the code of Bushido, a form of social class that strives for honor in combat, or a style under the banner of the Spirit Hunters, users of breathing techniques of the elements to strike down those they deem unholy. Your code grants you features at 3rd level when you choose it, and again at 7th, 10th, and 15th levels.   ABILITY SCORE INCREASE When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks per turn increases to 3 when you hit 11th level.   FIGHTING SPIRIT Starting at 9th level, your intensity in battle can shield you and help you strike. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your current turn. You can use this feature once before you must take a long rest to recover it. You also gain 5 temporary hit points when you use this feature, and both the number of uses and temporary hit points increase when you hit certain levels in this class, with 2 uses and 10 temp HP at 13th level, and 3 uses and 15 temp HP at 17th level.   STRENGTH BEFORE DEATH Starting at 1th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 HP but doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have - HP during that turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.   ANIME POWER, GO! When you hit 20th level, balance is gone. As an action, you can choose to expend all of your focus remaining and make attacks equal to that amount. You can still regain focus if any of these crit, and it looks like your typical anime multi-strike dismembering thing.


Starting Equipment

  • (a) Chainmail or (b) Leather armor, a longbow, and 20 arrows
  • (a) a katana and shield or (b) a katana and one martial weapon
  • (a) a shortbow and 20 arrows or (b) two daggers
  • (a) a dungeoneer's pack or (b) an explorer's pack

 


1-Fighting Style, Otherworldly Sense
2-Action Surge (one use)
33Focus, Code of Honor
44Ability Score Increase
55Extra Attack
66Ability Score Increase
77Code Feature
88Ability Score Increase
99Fighting Spirit (one use)
1010Code Feature
1111Extra Attack (2)
1212Ability Score Increase
1313Fighting Spirit (two uses)
1414Ability Score Increase
1515Code Feature
1616Ability Score Increase
1717Action Surge (two uses), Fighting Spirit (three uses)
1818Strength Before Death
1919Ability Score Increase
2020Anime Power, Go!

Created by

Floofie.

Statblock Type

Class Features

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