Samurai
The young man stands before a ferocious beast, his blade still sheathed the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls with a thud.
The experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after vicious blow, punishing each of their failed attempts on his life.
A young woman wanders into the city, her identity hidden beneath her shade. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived at yet another town which would be better off without a master.
Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honour or death was a common ideal for these disciplined soldiers.
Swordsmen of Legend
The Samurai are legendary swordsmen who lived by a code of honour. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day.
The Power Within
The Samurai draw on inner energies and an unshakable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own, though not every samurai has been known to wield the blade for a master, some choosing to follow their own code and travel the world.
Creating a Samurai
When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self taught style which they continually hone through their travels.
On top of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master's lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.
Quick Build
You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.
The Samurai
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Artful Combat, Unarmoured Defense |
2nd | +2 | Sen, Higanbana, Code of Honour |
3rd | +2 | Samurai Archetype, Archetype Feature, Third Eye |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Samurai Archetype |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement |
9th | +4 | Studied Disciple |
10th | +4 | Samurai Archetype Feature |
11th | +4 | Hissatsu: Kyuten |
12th | +4 | Ability Score Improvement |
13th | +5 | Whispers of the Kami |
14th | +5 | Samurai Archetype Feature |
15th | +5 | Effective Meditation |
16th | +5 | Ability Score Improvement |
17th | +6 | Artisan of Combat |
18th | +6 | Midare Setsugekka |
19th | +6 | Ability Score Improvement |
20th | +6 | Meikyo Shisui |
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 Armour
- Weapons: simple weapons, martial Weapons
- Tools: None
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background
- (a) a katana
- (a) a short bow and 20 arrows
- (a) an explorer's pack or (b) a dungeoneer's pack
- a decorative scabard for your katana.
Katanas in Dungeons & Dragons
Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player's Handbook. As stated in the Dungeon Master's Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master's Guide.
Artful Combat
Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.
Unarmoured Defense
Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.
Sen
Beginning at the 2nd level, you have learned to gather Sen charges inside your body. You may spend these charges to use a variety of samurai features. Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.
Sword Art DC = 8 + your proficiency modifier + your Wisdom modifier.
You gain the bonus action Focus. When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge.
You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat.
Higanbana
Also beginning at the 2nd level, you have learned to perform the sword art Higanbana. As an action, you spend one Sen charge to use Higanbana. You make a melee weapon attack against a creature, if you hit, the target creature makes a Constitution saving throw against your Sword Art DC.
On a failure, the creature is grieviously wounded by your attack and at the start of each of their turns for the next minute, they take 1d4 slashing damage. As an action they may attempt to stop the bleeding by attempting the Constitution saving throw again.
At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace the second attack with Higanbana.
Code of Honour
At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check.
Samurai Archetype
At 3rd level, you select a way of the blade. The Iaijatsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battle field, dancing through the fray.
Third Eye
Also beginning at 3rd level, as a bonus action you may spend a number of Sen to enter a state of fierce focus. For the next minute, your weapon damage rolls gain a bonus equal to the number of Sen charges expended to activate Third Eye.
Ability Score Improvement
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Evasion
Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.
Studied Disciple
At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.
Hissatsu: Kyuten
At 11th level, as an action you may spend 1 Sen charge to perform a wide sweeping attack around yourself. Each creature within 5ft. of you makes a Dexterity saving throw. On a failure, they take damage equal to your weapon damage + your Wisdom modifier, and half as much on a success.
Whispers of the Kami
At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast either spell once. You must then finish a long rest to use Whispers of the Kami again.
Effective Meditation
At 15th level, if you spend hit die during a short rest, the next time you roll initiative you gain 1 Sen charge.
Artisan of Combat
Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.
Midare Setsugekka
At 18th level, as an action, you may spend any number of Sen you have saved to a maximum number equal to your Wisdom modifier. You may make a melee weapon attack for each Sen charge you spent. You may not have moved prior to using this feature and may not move afterwards.
Meikyo Shisui
At 20th level, as a bonus action you turn your body into a conductor for Sen energy. You gain Sen charges equal to your Proficiency Bonus. You may only do this once. You must finish a long rest to use Meikyo Shisui again.
Way of the Blade
A Samurai is renown for their code of honour, their skill with a blade and the effort they put into their training. As a Samurai you must choose a way in which you will master the way of the blade, be it traditional mastery in the Iaijatsu style, or a more defense oriented approach as a Blade Master. Perhaps you have turned from tradition all together and became your own master, a Ronin.
Iaijatsu Style
You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.
Enpi
Beginning at 3rd level, as an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.
Beginning at 5th level, you may make two ranged melee weapon attacks when you use Enpi.
Body of Steel
Starting at 6th 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.
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.
Tenka Goken
At 10th level, as an action you may spend 2 sen to deliver a series of attacks with incredible speed and focus. You take melee weapon attack against all creatures in a 15ft. cone in front of you.
Hissatsu: Kaiten
At the 14th level, as a bonus action you may spend one Sen charge. Until the start of your next turn you add your Wisdom modifier to all weapon damage rolls you make.
The Blademaster
A skillful offense may bring awe to a crowd, but it is a flawless defense which will keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, preferring to dodge and counterattack their foes, rather than rush them down.
Hissatsu: Chiten
Beginning at 3rd level, when a creature makes a melee weapon attack against you, you may use your reaction to make an attack of opportunity against the creature.
Nothing Ventured
At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making Wisdom (perception) and Intelligence (Investigation) checks while looking for traps and hidden passages.
Mind's Eye
At 10th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of sen charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.
The Worm Turns
At the 14th level, you may take two reactions in each round of combat. Additionally, while you are under the effect of Third Eye, non magical weapon damage you take is reduced by a number equal to your Wisdom ability modifier and creatures you hit with an Attack of Opportunity have their remaining movement reduced by 10ft.
Ronin
You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.
Hissatsu: Gyoten
At 3rd level, as an action you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage.
You must travel at least 10ft. to gain advantage on the attack.
Rascally Vagrant
At 6th level, you have picked up some tricks of a thief in your travels. You gain proficiency in two of the following skills or tool set: Deception, Sleight of Hand, Stealth, or Theives' Tools.
Hissatsu: Yaten
At 10th level, as an action you may spend one Sen charge to deliver a parting blow on a creature. You make a melee weapon attack with advantage. After making your attack you move straight backwards 10ft. without provoking an attack of opportunity.
Yukikaze
14th level, you've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add your Wisdom modifier to your weapon attack rolls until the start of your next turn.