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SAMURAI

A human clad in armor as he readies his sword


for his opponents attack. with a quick movement
and a show of fine skills the enemy crumbles to the
ground in defeat, the contest of might, over in a
flash.
A wandering elf passes by an orc obstructing the
road, demanding a toll, with a quick movement the
elf steps past the orc, a few seconds later, the orc
falls lifeless to the ground as the elf sheathes their
blade and continues moving forward down the road
without so much as a word.
A half-elf, armed with only a sword and the
clothes on his back, managing over a busy supply
route keeping a watchful eye for trouble on the road,
knowing a false move can mean danger for the
moving caravan leading to a loss of payment for his
work.
All of these are samurai in their own right,
adventurers who have devoted their lives to the way
of the sword and its principles. Whether they are
fighting for their ruler or have been disgraced to
wander the world, to look for work and redemption,
a samurai is an unparalleled master of the sword
and its teachings of its hold over both life and death.

MASTERS OF THE SWORD


Samurai are driven by their desire to serve the
lord or a noble who rules over their homeland,
whether that be to go out and advance a military
force or to succeed on a request given to them by
their king.
But, not all samurai are able to fulfill their duties,
if their lord loses their life or their position as
someone of high nobility, and they choose to
continue their life with no lord to rule over them,
instead of a death with honor, will wander looking
for work as a mercenary or sometimes turn to a life
of crime sometimes becoming bandits.
THE SAMURAI
Level Proficiency Focus Points Features
1st +2 - Fighting style, skilled attacker
2nd +2 2 Focus, Honorable Duel
3rd +2 3 Samurai Path Feature
4th +2 4 Ability Score Improvement
5th +3 5 Extra Attack
6th +3 6 Know Thy Enemy
7th +3 7 Samurai Path Feature
8th +3 8 Ability Score Improvement
9th +4 9 Mental Focus
10th +4 10 Ability Score Improvement
11th +4 11 Unshakeable
12th +4 12 Samurai path Feature
13th +5 13 Extra Attack (2)
14th +5 14 Ability Score Improvement
15th +5 15 Path Of The Sword
16th +5 16 Ability Score Improvement
17th +6 17 Samurai Path Feature
18th +6 18 Enemy Sense
19th +6 19 Ability Score Improvement
20th +6 20 Mental Clarity

CREATING A SAMURAI CLASS FEATURES


As you build you build your samurai there are a
few things to think about: where did you get your HIT POINTS
training and why are you now wandering the Hit Dice: 1d8 per Samurai level
world? Were you given a task by a king? Were you Hit Points at 1st Level: 8 + your Constitution
interested in the world of dark magic's? Were you modifier
disgraced and forced to wander the lands with Hit Points at Higher Levels: 1d8 (or 5) + your
nothing to call home and no one to fight for but Constitution modifier per samurai level after 1st
yourself?
You may have been ruthless when it came to Proficiencies:
finishing any tasks that had to do with capturing or Armor: light armor, medium armor
killing enemies. You could have sought to gain
Weapons: simple weapons, martial melee
knowledge in the mystical, or you could have been
wandering the countryside looking for an especially weapons, longbow
high bounty. Your weapon is now one of the few Tools: none
things you care most about in life, the only thing Saving Throws: Dexterity, Constitution
that makes the difference when it comes to a fight. Skills: Choose two from Acrobatics, Athletics,
History, Insight, Investigation, Perception,
Quick Build Religion, and survival
To make a samurai quickly, you first start by
putting your highest stat into wisdom, and then
your second highest in strength if you want to be Equipment
focusing on melee items and heavy armor, or You start with the following equipment, in addition
to the equipment granted by your background:
dexterity if you want to use quick movements to
 a) longsword or b) a martial weapon
evade attacks with the path of Ronin. Next, choose
 a) leather armor or b) scale mail
the soldier background.
 a) a shortsword or b) any simple melee
weapon
 a) an explorers pack or b) a scholars pack

Samurai Design By Matt Unger


FIGHTING STYLE HONORABLE DUEL
You adopt a particular style of fighting as your Starting at 2nd level, you force a target to focus
specialty, Choose one of the following options. You its attention on you for battle. Convincing them to
can't take a Fighting Style option more than once, view you as an enemy worthy of their attention in a
even if you later get to choose again. fight. You can spend an action and 1 focus point to
force a creature to make a wisdom saving throw.
ARCHERY
You gain a +2 bonus to attack rolls you make Spell Save DC = 8 + your proficiency bonus + your
with ranged weapons. Wisdom modifier

DEFENSE On a failed save, you compel a creature to fight


While you are wearing armor, you gain a +1 you, the creature has disadvantage on all attack
bonus to AC. rolls made on creatures, other than you, until the
end of your next turn.
DUELING
When you are wielding a melee weapon in one ABILITY SCORE IMPROVEMENT
hand and no other weapons, you gain a +2 bonus to When you reach 4th level, and again at 8th, 10th,
damage rolls with that weapon, 14th, 16th, and 19th level. you can increase one
ability score of your choice by 2, or you can
GREAT WEAPON FIGHTING increase two ability scores of your choice by 1. As
When you roll a 1 or 2 on a damage die for an normal, you can't increase an ability score above 20
attack you make with a melee weapon that you are using this feature.
wielding with two hands, you can reroll the die and
must use the new roll, even if the new roll is a 1 or EXTRA ATTACK
a 2. The weapon must have the two-handed or
versatile property for you to gain this benefit. Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
TWO-WEAPON FIGHTING action on your turn.
When you engage in two-weapon fighting, you The number of attacks increases to three when
can add your ability modifier to the damage of the you reach 13th level in this class.
second attack.
KNOW THY ENEMY
SKILLED ATTACKER Starting at 6th level, you can spend 1 focus point
Whenever you make a melee weapon attack with as a bonus action and the weapon you are currently
one of your samurai weapons, (like longswords, wielding gets a +1 bonus to attack and damage
shortswords, etc.) you may choose to use Dexterity rolls. This number increases to +2 at level 12, and
instead of Strength for the attack and damage roll, to +3 at level 18. This skill lasts for 1 minute and
even if the weapon isn't a finesse weapon. can only have one use active at a time.

FOCUS MENTAL FOCUS


Starting at 2nd level, your mental strength gives Starting at 9th level, you can use your action to
you mastery in fighting in battles, resulting in a spend 1 focus point to end one effect on yourself
level of focus during the chaos. This focus is that is causing you to be charmed or frightened.
represented in a number of focus points. Your
samurai level determines how many focus points UNSHAKEABLE
you have as shown on the Focus Points table. These Beginning at 11th level, you can reroll a saving
points replenish after you finish a short or long rest. throw that you fail. If you do so, you must use the
Once per turn, you can spend one focus point, as new roll, and you can't use this feature again until
a bonus action, to grant yourself advantage on your you finish a long rest
next attack you take with one of your samurai
weapons. You must declare you are spending a PATH OF THE SWORD
focus point before you make your initial attack roll.
Samurai Design By Matt Unger
At level 15, you can advance towards an enemy increases to 2d10 at level 12, you can perform this
ignoring your surroundings, you no longer have to skill a number of times equal to your Wisdom
spend extra movement to pass through difficult modifier. When you finish a long rest you regain all
terrain. expended uses.

COURAGE
ENEMY SENSE Starting at 7th level, you are confident in your
Starting at level 18, you are so alert to your fighting prowess, so much so that you feel you can
surroundings that enemies have a hard time handle multiple enemies at the same time. When
catching you by surprise, enemies cannot get you use your Honorable Duel skill you may select
advantage against you as a result of being hidden an additional target beyond the first, this number
from you, as long as you aren't incapacitated. increases to 3 at level 10, and to 4 at level 15.
Additionally, While you are conscious you are
MENTAL CLARITY immune to being frightened or magically paralyzed.
Starting at level 20, when you roll for initiative SHARP REFLEXES
and you have no focus points remaining you regain Starting at 12th level, the duration of your
4 focus points. Honorable Duel becomes 1 minute on each target.
Additionally, if a target of your Honorable duel
casts a spell that would cause you to make a
PATHS dexterity saving throw to take half damage when
you succeed, you can use your reaction to spend
Different samurai have different approaches to the 1focus point and take no damage instead.
trials they face on their journeys. The path they
choose reflects on their choices they have made. UNYIELDING SPIRIT
Starting at level 17, when you are reduced to 0 hit
PATH OF HONOR points and are not killed outright, you can choose to
This path focuses on the loyalty to ones "lord" a spend 2 focus points and drop to 1 hit point instead.
samurai exhibited when they served a noble. They
are not ones to question an order and they perform PATH OF THE RONIN
tasks given to them with precision and skill. They The Ronin is a samurai whose lord has passed on
wear heavy armor and fight with a variety of or has been removed from power, resulting in their
weapons and techniques for any situations own dishonor. A samurai who chooses to continue
depending on what is asked of them. They would life without following a noble and without ending
lay down their lives for their lords and serve them their own life, to save face, soon after becomes a
till the day their lords die even going as far as to Ronin. A Ronin is a wandering samurai, with no
end their own lives if ordered to, no task is too great ties to a king or noble, and chooses to continue
to please their king. living on his own. A Ronin sometimes lives life day
to day as a mercenary or can be hired as a body
STRONG FORTITUDE guard for a rich ruler of a small settlement of land
At 3rd level you gain proficiency in heavy armor, or a trade caravan, while some end up turning to a
martial ranged weapons, and your hit die is life of crime such as a bandit or an organized crime
replaced with d10s. In addition as long as you are group.
wearing heavy armor and no shield, you can add
your Dexterity modifier to your armor class (max UNARMORED MASTER
2). When you choose this path at 3rd level, while you
are wearing no armor (you can wear common
BENEVOLENCE clothes) and not wielding a shield, your AC equals
Starting at 3rd level, as a bonus action you can 10 + your Dexterity modifier + your Wisdom
perform an "act of kindness" for one willing modifier.
creature, you can choose one other creature, within Additionally, your speed increases by 10 feet
10 feet of you, that can see or hear you, and heal while you are not wearing armor or wielding a
them equal to 1d10 + your samurai level, this shield. This bonus increases to 20 feet at 12th level
Samurai Design By Matt Unger
BATTLE SENSE SPELLCASTING
Starting at 3rd level, when you are wielding a When you reach 3rd level, your blade has given
weapon you are proficient with and another you supernatural powers by your curse granting you
creature hits you with a melee weapon attack you the ability to cast spells.
can use your reaction to spend 1 focus point to
quickly position your blade to parry the attack Cantrips
increasing your AC by your proficiency bonus for You learn 3 cantrips: minor illusion (this spell does
that attack possibly causing it to miss you. You can not count towards your cantrips known) and 2 of
declare this skill after you see the roll, but before your choice from your samurai spell list. You learn
the DM says whether the attack hits or misses. an additional cantrip at level 10.
Additionally, when you hit with a melee attack Spell Slots. The Cursed Blade Spellcasting table
you can spend 1 focus point and use the Dodge shows how many spell slots you have to cast your
action as a bonus action. spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell's level or
QUICK STRIKE higher. You regain all expended spell slots when
Starting at 7th level, when you dash towards an you finish a long rest.
enemy and move at least 10 feet or more in a Spells Known of 1st-Level and Higher. You
straight line, you can use a bonus action to make a know three 1st level samurai spells of your choice.
melee attack with a samurai weapon as you pass the Spellcasting Ability. Wisdom is your
creature, this movement does not provoke spellcasting ability for your samurai spells, since
opportunity attacks. you learn your spells through careful contemplation
and the knowledge that your blade bestows upon
CHAIN STRIKE you. You use your Wisdom whenever a spell refers
Starting at 12th level, when you make a dash to your spellcasting ability. In addition, you use
action and move at least 10 feet in a straight line your Wisdom modifier when setting the saving
you can spend 1 focus point and make a melee throw DC for a warlock spell you cast and when
attack against a creature, you may then move past making an attack roll with one.
that creature, this movement does not provoke Spell save DC = 8 + your proficiency bonus +
opportunity attacks, and if there is another creature your Wisdom modifier
at least 15 feet away from your first attack target, Spell attack modifier = your proficiency bonus
you may move up to an additional 10 feet and use a + your Wisdom modifier
bonus action to attack the second creature.

FINAL STRIKE
At 17th level, when you make a melee attack
against a creature and hit, if there is no other
creatures within 5 ft of you or the creature, you can
spend 2 focus points and have the creature make a
constitution saving throw (DC8 + Proficiency +
Dexterity) on a failed save you deal double damage
dice to the creature (example; if a greatsword is 2d6
+modifiers then the damage becomes 4d6+
modifiers)

PATH OF THE CURSED BLADE


Samurai who follow the path of the cursed blade
have come into possession of a blade with a terrible
dark magic about it, or perhaps it has come into
possession of them instead. Followers of this path
are bound to their weapons and its magical forces.
Samurai who have taken this path delve into dark
magic's and uses this darkness to fuel themselves
and cast this magic.
Samurai Design By Matt Unger
Cursed Blade -Spell slots per spell level-
Samurai Level Cantrips Known Spells Known Spell Slots Spell Level
3rd 2 3 2 1
4th 2 4 2 1
5th 2 4 2 1
6th 2 4 3 2
7th 2 5 3 2
8th 2 6 3 2
9th 2 6 3 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3
14th 3 10 4 3
15th 3 10 4 3
16th 3 11 4 4
17th 3 11 4 4
18th 3 11 4 4
19th 3 12 4 4
20th 3 13 4 4

CURSED LINK
Starting at 3rd level, you have learned a dark AFTERIMAGE
ritual that curses a sword causing the blade to Starting at 3rd level when you cast the minor
become magically bonded with you. You perform illusion cantrip you can make an image of yourself
this ritual over the course of one hour, which can be that resembles you and mimics your movements.
done during a short rest. The ritual consists of When an attack is made against you and misses
modifying your blade through a dark forging you, if your illusion is within 5 feet of you, you can
process. The weapon must be within your reach use your reaction to spend 1 focus point and dispel
during the ritual the conclusion of which you the illusion, causing it to vanish and you may attack
complete the forging process of the blade and it is the creature that missed you. Giving off the
cursed and bound to you. appearance that the creature attacked the illusion
When you are cursed with this weapon you thinking it was you.
cannot be disarmed of it while you are conscious.
CURSED SHADOW
You gain the flaw: Starting at level 7, as a bonus action, you can
"The blade and you have a strong desire to be spend 2 focus points to create a shadowy blade
together, so much so that being apart by more than resembling your cursed weapon which lasts for 1
a few feet causes you to become focused on nothing minute. Each turn as a bonus action you can have
more than the retrieval of this blade." the shadowy weapon make a melee spell attack, on
a hit the target takes Necrotic damage equal to 1d8
You also create a mark that magically appears on + your Wisdom modifier.
your body (like that of a tattoo) that symbolizes
your link to your weapon. SHADOW COPIES
When the blade is out of your grip and is within a At level 12, when you cast minor illusion as a
30 foot range you can use a bonus action to call the cantrip you can make 3 illusionary copies of
blade and have it harmlessly fly through the air yourself instead of just one, when a creature attacks
landing safely in your hands. you while you are within five feet of a copy, the
You can only have one weapon bonded to you creature has disadvantage on all attack rolls.
through this method and creating a bond with You can use this skill a number of times equal to
another weapon causes the previous "blade" to your Wisdom modifier. You regain all uses after a
break and become unusable and unrepairable. long rest.

Samurai Design By Matt Unger


CURSED POSSESSION
At level 17, as an action, if you are below half
your hit points, you can spend 4 focus points and
activate your curse to take control over your mind
and body causing markings to appear on your body
and you attack anything you see as an enemy. You
have resistance to bludgeoning, slashing, and
piercing damage while "marked" and at the
beginning of each of your turns the curse has
control, you heal hit points equal to 1d8 + your
Constitution modifier, you also have advantage on
all wisdom saving throws while this effect is active.
This ability can only be used if you are in combat
and not at 0 hit points.

Samurai Design By Matt Unger


CURSED BLADE SPELLS

Cantrips (0 level)
blade ward
booming blade
frostbite
green flame blade
guidance
mage hand
magic stone
minor illusion
ray of frost
sword burst
true strike

1st level
armor of agathys
arms of hadar
expeditious retreat
hex
ice knife

2nd level
absorb elements(abjuration)
blur
crown of madness
cloud of daggers
darkness
darkvision
heat metal
magic weapon
silence
warding wind

3rd level
bestow curse
fear
flame arrows
melf's minute meteors
nondetection
remove curse

4th level
confusion
freedom of movement
hallucinatory terrain
phantasmal killer
storm sphere

Samurai Design By Matt Unger

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