Street Samurai

Street Samurai

Name
Street Samurai
Overview
The modern merc.
Class Table
LevelProficiency BonusAbilities
1+2Focus, Fighting Style
2+2Street Samurai Skill
3+2Action Surge, Situational Awareness
4+2Ability Score Improvement, Street Samurai Skill
5+3Extra Attack
6+3Street Samurai Skill
7+3Battle Instincts
8+3Ability Score Improvement, Street Samurai Skill
9+4Focus (2)
10+4Street Samurai Skill
11+4Extra Attack (2)
12+4Ability Score Improvement, Street Samurai Skill
13+5Fighting Style (2)
14+5Street Samurai Skill
15+5Focus (3)
16+5Ability Score Improvement, Street Samurai Skill
17+6Action Surge
18+6Street Samurai Skill
19+6Street Samurai Skill
20+6Extra Attack (3)
Armor Proficiencies
Light armor. Medium armor.
Weapon Proficiencies
Firearms, Melee Wepons.
Tool & Vehicle Proficiencies
None.
Saving Throws
Strength & Dexterity
Skills
Skills.
Starting Equipment
Pick
Spell List
None.
Class Features

Focus

You have a number of Focus points equal to your proficiency modifier. You can spend those Focus points on performing various maneuvers and combat tricks. You learn two maneuvers from those listed below. You can only use one maneuver per turn. You learn two additional maneuvers at TK and TK level.      

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, unless otherwise stated. You can choose an additional Fighting Style at TK level.    

Ambidextrous

You have an unparalleled proficiency while you have a weapon in both of you hands. You gain the following benefits:
  • You can use two-weapon fighting even when the one-handed weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons lacking the light feature when you would normally be able to draw or stow only one.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • If you are weilding two ranged weapons you can reload them at the same time.
  • When a hostile creature's movement provokes an opportunity attack from you, you can make an attack with each weapon you are holding.

Brawler

You have seen your fair share of rough-and-tumble brawls and back-alley fights. As a result, you gain the following benefits:
  • Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit.
  • The hit die of fist weapons you are wielding is increased to the next tier. (1d4 changes to 1d6, ect)
  • You are proficient with improvised weapons.
  • When you hit a creature with an unarmed strike, fist weapon, or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
  • You can deal an additional 1d4 bludgeoning damage to a creature grappled by you, when you hit them with an unarmed strike, fist weapon, or an improvised weapon.

Duelist

You have trained yourself in the proper methods of dueling. As a result, you gain the following benefits:
  • When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • When you are wielding a melee wapon in one hand and a weapon with the light property, you gain a +1 bonus to your AC
  • If you attack an enemy and no other enermies are within 5ft of you gain advantage on all attacks against them.

Lightly Armored

   

Heavily Armored

   

Action Surge

Starting at 3rd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a long rest before you can use it again. You can spend 2 Focus to use this feature again. Starting at 17th level, this feature only requires a short rest before you can use it again. Action surge can only be used once per turn.    

Situational Awareness

At TK level, you gain an uncanny sense of when things nearby they aren’t as should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps, explosives, and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. If you would normally take half damage as a result of a successful save, you take none instead.    

Battle Instincts

By TK level, your instincts are so honed that you have advantage on initiative rolls. Additionally, you can't be surprised as long as you are not incapacitated.    

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 increases to three when you reach 11th level in this class and to four when you reach 20th level in this class
Subclass Options
Vangaurd: Tank   Solo: Light infantry run-n-gun   Sharpshooter: Long Range