Samurai (5e Hybrid Class)

by CallMeCal

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Samurai

Samurai

A dwarf in layered splint armor sits astride his warhorse, a naginata held in both hands resting across his lap. He stares down the rebellious group of peasants, wielding torches and sickles and pitchforks, with a few sword-wielding ninja at the front lines. He shifts his grip on the specialized spear in his hands, glancing at his fellow warriors to his left and right for support. This will be a bloody battle, but someone has to keep the rabble in line.

An elf in studded leather armor draws her daikyu taught, her right hand coming to rest against her cheek. She takes a deep breath, lets it out slowly, and in a flash she releases the arrow and grabs a second one. Four arrows are loosed in the space of two heartbeats, each one finding its target. The enemy soldier falls, and in the blink of an eye she turns to face the next one.

Creating a Samurai

Samurai is a Hybrid Class of Monk and Fighter, usually soldiers employed by nobility but they can be found among all ranks and types of warriors.

Quick Build

You can make a Samurai quickly by making Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Wisdom. Then choose the Soldier background.

Class Features

As a Samurai, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light, Medium, Heavy
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: One type of artisan's tool or musical instrument

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival

Equipment

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

  • (a) a shortbow or (b) a longbow
  • a longsword and a quiver of 20 arrows
  • (a) any martial weapon or (b) two simple weapons
  • (a) leather armor, (b) scale mail, or (c) chain mail
  • (a) a dungeoneer's pack or (b) an explorer's pack

If you are using starting wealth, you have 5d4 x 10 gp

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 option more than once, even if you later get to choose again. (This includes Fighting Styles from other classes with redundant mechanics, even if they have a different name.)

Daikyu

You gain a +2 bonus to attack rolls you make with ranged weapons. Longbows count as monk weapons for you.

Karuta

While you are wearing armor, you gain a +1 bonus to AC.

Nodachi

When you roll a 1 or a 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain the benefit. Greatswords count as monk weapons for you.

Daisho

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

Bajutsu

You have advantage on saves to avoid falling off your mount.

Ki Combat

Your training allows you to harness the mystic energy of Ki while fighting with monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. Longswords and shortbows also count as monk weapons for you.

You have a number of Ki Points equal to half your Samurai level, rounded up. You can spend these points to fuel various Ki features. You start knowing four such features: Flurry Strike, Fighting Spirit, Patient Defense, and Kiai Smite. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your Ki points.

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

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier


Certain samurai orders use specialized forms of the monk weapons. For example, you might use a longsword with a slightly curved, single-edged blade (calIed a katana) or a longbow with the grip positioned lower on the length (called a daikyu), Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Samurai
Level Prof. Bonus Kiai Smite Fast Movement Features
1st +2 1d6 Fighting Style, Ki Combat
2nd +2 1d6 +5 ft. Fast Movement
3rd +2 1d6 +5 ft. Samurai Archetype
4th +2 1d6 +5 ft. Ability Score Improvement
5th +3 1d8 +5 ft. Action Surge (one use)
6th +3 1d8 +10 ft. Medium Armor Mastery, Stunning Smite
7th +3 1d8 +10 ft. Samurai Archetype Feature
8th +3 1d8 +10 ft. Ability Score Improvement
9th +4 1d8 +10 ft. Deflect Missiles
10th +4 1d8 +15 ft. Samurai Archetype Feature
11th +4 1d10 +15 ft. Extra Attack
12th +4 1d10 +15 ft. Ability Score Improvement
13th +5 1d10 +15 ft. Linguistic Study
14th +5 1d10 +20 ft. Heavy Armor Mastery, Ability Score Improvement
15th +5 1d10 +20 ft. Samurai Archetype Feature
16th +5 1d10 +20 ft. Ability Score Improvement
17th +6 1d12 +20 ft. Action Surge (two uses)
18th +6 1d12 +25 ft. Samurai Archetype Feature
19th +6 1d12 +25 ft. Ability Score Improvement
20th +6 1d12 +25 ft. Perfect Self, Extra Attack (2)

Flurry Strike

When wielding only monk weapons, you can spend 1 ki point to make one attack with a monk weapon as a bonus action. When you use two-weapon fighting with a pair of monk weapons, you can spend 1 ki point to make one attack with each of those weapons as a bonus action, instead of just with the second weapon. You can only use this ki feature while wearing light or no armor and not using a shield.

Fighting Spirit

On your turn, you can spend 1 Ki Point as a bonus action to gain advantage on all monk weapon attacks until the end of the current turn. When you do so, you also gain temporary hit points equal to 1d10 + your Samurai level.

Patient Defense

When not using a shield, you can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Kiai Smite

Whenever you hit a creature with an attack using a monk weapon while you are not using a shield, you can spend 1 Ki Point to add an additional Kiai Smite die to the damage roll, as shown on the Samurai table.

Fast Movement

Starting at 2nd level, when wearing light or no armor and not using a shield, you gain a bonus to your movement speed as shown on the Samurai Table.

In addition, you gain the following ki feature, which you can use any time you can use your Fast Movement bonus:

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Samurai Archetype

At 3rd level, you choose an archetype of combat techniques to focus on. Choose Kihei, Ronin, or Shogun, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

At 4th level, and again at 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.

Action Surge

Starting at 5th 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.

Medium Armor Mastery

At 6th level, you can use your Fast Movement and Flurry Strike features while wearing Medium Armor, but your Fast Movement is reduced by 5 feet while wearing Medium Armor.

Stunning Smite

Starting at 6th level, when you use your Kiai Smite feature on a melee weapon attack, you can spend 1 additional Ki Point to force the target to make a Constitution saving throw. On a failure, the creature is stunned until the end of your next turn.

Deflect Missiles

Starting at 9th level, when you are hit by a ranged weapon attack you can use your reaction to deflect or catch the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Samurai level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki Point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 20th level, you can attack three times instead of twice.

Linguistic Study

At 13th level, you gain proficiency with four languages of your choice. (If using the optional Linguistics rules, you instead gain 28 Language Points, and at DM discretion you may also gain Cognizant Rank with up to four Exotic Languages.)

Heavy Armor Mastery

At 14th level, you can use your Fast Movement and Flurry Strike features while wearing Heavy Armor, but Fast Movement is reduced by 10 feet while wearing Heavy Armor.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Samurai Archetypes

(At DM discretion, other Fighter Archetypes may be used, possibly with alterations as in the examples shown here.)

Kihei

The Kihei is a cavalryman who focuses on mounted combat and holding down the front line.

(Use the Cavalier Martial Archetype of Fighter from Xanathar's Guide to Everything with the following change:)

Born to the Saddle

You have advantage on saves to avoid falling off your mount.

You gain the Bajutsu Fighting Style. If you already have Bajutsu, you gain another Fighting Style of your choice.

Ronin

The Ronin is a lone wolf who focuses on honing his own capabilities to a razor's edge.

(Use the Champion Martial Archetype of Fighter from the Player's Handbook.)

Shogun

The Shogun is a military general who sees war as an art form and a battlefield as a canvas to be painted on.

Ki Maneuvers

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by ki points.

Improved Ki Pool. You have additional ki points in your pool equal to your Wisdom modifier (minimum 1). These additional points can only be spent on maneuvers.

Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You can use Kiai Smite as part of any successful attack that also uses a maneuver.

You learn three additional maneuvers of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Kiai Dice. When a maneuver uses a Kiai Die, it uses the same die as your Kiai Smite, as shown on the Samurai table.

Saving Throws. Maneuvers count as Ki features, and so use your Ki Save DC when a saving throw is called for.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Extract Aspects

Starting at 7th level, when you hit a creature with a melee weapon attack granted or modified by a Ki feature, you learn the following information about the creature you hit:
Damage Vulnerabilities, Damage Resistances,
Damage Immunities, and Condition Immunities.

Maneuvers

The maneuvers are presented in alphabetical order.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and spend 2 ki points. That creature can immediately use its reaction to make one weapon attack, adding a Kiai die to the attack's damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can spend 1 ki point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can spend 1 ki point, rolling a Kiai die and adding the number rolled to your AC until you stop moving. You can only use this maneuver any time you can use your Fast Movement.

Feinting Attack. You can spend 1 ki point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature.

Goading Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can spend 1 ki point to increase your reach for that attack by 5 feet.

Maneuvering Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and spend 1 ki point to reduce the damage by the number you roll on a Kiai die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can spend 1 ki point to add a Kiai die to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and spend 1 ki point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to a Kiai die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and spend 1 ki point to make a melee weapon attack against the creature.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can spend 1 ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on a Kiai die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.



Multiclassing

Prerequisites

To qualify for multiclassing into the Samurai class, you must meet these prerequisites:
Wisdom 13 or higher.
Strength or Dexterity 13 or higher.

No levels of Monk or Fighter.
If you have any levels of Samurai, you cannot multiclass into Monk or Fighter.

Proficiencies

When you multiclass into the Samurai class, you gain the following proficiencies:
Light Armor, Medium Armor, Simple Weapons, Martial Weapons

Thanks for Reading!

A special thank you to all the redditors on r/DnDHomebrew who helped me refine this!




















©2020 Caleb Wichman


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