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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)
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.
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