Samurai Prestige Class
SAMURAI PRESTIGE CLASS
Prerequisites:
- Class: Fighter
- Subclass: Samurai
- Level: 5th or higher
- Alignment: Any non-chaotic.
- Skills: Proficient in History and Insight
- Feat: Weapon Expertise (Katana or other relevant weapon).
- Special: Must have been trained or mentored by another Samurai or have had a significant encounter/experience that aligns them with the way of the Samurai.
- Gi (Rectitude): Once per long rest, the Samurai can reroll a failed save or check, representing their unwavering determination to do what's right.
- Yu (Courage): The Samurai is immune to fear effects and can, once per long rest, inspire courage in allies, granting them advantage on saves against fear for 1 minute.
- Jin (Compassion): The Samurai can heal using their hit dice a number of times equal to their Wisdom modifier, reflecting their compassion for others.
- Rei (Respect): The Samurai can command respect, gaining advantage on Intimidation and Persuasion checks once per short or long rest.
- Makoto (Honesty): The Samurai cannot be deceived by illusions or lies, gaining Truesight for 1 minute once per long rest.
- Meiyo (Honor): If the Samurai falls in combat, they can make a final stand, immediately getting back up with half their hit points once per long rest.
- Chugi (Loyalty): The Samurai can grant an ally an extra attack or a saving throw reroll, showing their unwavering loyalty.
- Kan (Perception): The Samurai's awareness sharpens, allowing them to sense hidden or invisible creatures within 10 feet of them. They can activate this heightened perception a number of times equal to their Wisdom modifier per long rest, and it lasts for 1 minute.
- Katsu (Triumph Over Death): Once per long rest, when the Samurai would be reduced to 0 hit points but not killed outright, they can choose to be reduced to 1 hit point instead. This reflects the samurai's indomitable spirit and determination.
- Seigi (Justice): The Samurai becomes a beacon of justice. Once per short or long rest, they can mark an enemy as an "oppressor." For the next minute, any damage they deal to this target is increased by an additional d6.
- Shinsei (Divine Life): Embracing the fleeting nature of life, the Samurai can, once per long rest, touch a fallen creature and spend a Hit Die to return them to life with hit points equal to the roll + the Samurai's level. This ability can't revive a creature that has been dead for more than 1 minute.
- Gaman (Endurance): The Samurai has learned to endure through the toughest conditions. They gain resistance to one type of damage (choose from piercing, slashing, bludgeoning, fire, cold, or lightning) for 1 minute. This can be activated a number of times equal to their Wisdom modifier per long rest.
- Tomei (Transparency): Embodying the essence of being genuine and pure, the Samurai can't be charmed or dominated. Additionally, once per long rest, they can shed all effects that control or restrain them, like breaking free from chains or shaking off a hold person spell.
- Satori (Enlightenment): The Samurai has moments of profound insight. Once per long rest, they can ask the DM a single question about their current situation, challenge, or puzzle, and receive a hint or a cryptic clue in response.
- Hikari (Blessing): Invoking the spirits of their ancestors, the Samurai can cast a variation of the Bless spell once per long rest without using any material components. They and up to three allies of their choice within range gain the benefits.
- Meirei (Command): With a forceful voice, the Samurai can issue a command similar to the Command spell. This can be used a number of times equal to their Wisdom modifier per long rest.
- Kasegu (Seeker's Hold): Channeling their inner focus, the Samurai can paralyze an enemy, mirroring the Hold Person spell, once per long rest.
- Nemuri (Deep Slumber): The Samurai can invoke a peaceful aura, making creatures fall into a deep sleep. This mimics the Sleep spell and can be cast once per long rest.
- Koware (Rending Force): The Samurai channels their energy and releases it in a burst, similar to the Shatter spell. They can do this once per long rest, causing a loud ringing noise to erupt from a point of their choice within range.
- Honō no Yari (Spear of Flame): Summoning their warrior spirit, the Samurai can unleash a fiery explosion mimicking the Fireball spell, once per long rest. They gesture, and a bright streak flashes from them to a point they choose within range and then blossoms into a low roar filled with streaks of fire.
- Tatakai no Yūwaku (Duel's Temptation): Embodying the essence of single combat, the Samurai can cast a variation of the Compelled Duel spell once per long rest, challenging a foe to face them and them alone.
- Seinaru Yoroi (Sacred Refuge): The Samurai can envelop themselves or an ally in a protective aura, akin to the Sanctuary spell. While this is active, those who attempt to harm the protected individual might find themselves hesitant or even completely dissuaded. The Samurai can invoke this protection a number of times equal to their Wisdom modifier per long rest.
- Shinkō no Tate (Shield of Devotion): The Samurai can summon a shimmering shield around themselves or an ally, echoing the Shield of Faith spell. This shield increases the AC of the protected individual, symbolizing the Samurai's unwavering commitment to safeguard their allies. They can call upon this shield once per long rest.
- Gengo no Kaimei (Language Clarity): Demonstrating their commitment to understanding and diplomacy, the Samurai gains the ability to understand all spoken languages for a time, mirroring the Comprehend Languages spell. They can activate this understanding a number of times equal to their Wisdom modifier per long rest.
- Hogo no Kabe (Guardian Wall): In the face of imminent danger, the Samurai can reflexively summon a protective barrier around themselves, akin to the Shield spell. This ephemeral wall grants them a boost to their AC against a single attack, potentially causing it to miss. The Samurai can invoke this protection a number of times equal to their Wisdom modifier per long rest.
- Tamashī no Kankaku (Soul Perception): Honing their senses to supernatural heights, the Samurai gains an ability similar to the Paladin's Divine Sense. They can, for a moment, feel the presence of strong evil or good entities around them, detecting desecrated or consecrated grounds and sensing the presence of undead, fiends, celestials, or fey within a certain radius. This sensory ability can be activated a number of times equal to their Wisdom modifier per long rest.
- Swift Disarm: With a precise and swift motion, the Samurai attempts to disarm an opponent, causing the weapon or held item to fly up to 15 feet away in a direction of the Samurai's choice. The targeted creature must make a Strength saving throw against a DC equal to 8 + the Samurai's proficiency bonus + the Samurai's Strength or Dexterity modifier (Samurai's choice) or lose their weapon/item.
- Arcing Cleave: Channeling their energy into a sweeping arc, the Samurai can attempt a strike against any number of creatures within 5 feet. They make a separate attack roll for each target.
- Feinting Strike: The Samurai fakes an attack, making it look lethal, but they hold back their strength. If the attack hits, it deals only 1 hit point of damage, but the target is left off-balance, granting advantage to the next attack made against it before the end of the Samurai's next turn.
- Pommel Stun: The Samurai uses the pommel of their weapon to strike an opponent's head or a vulnerable spot. If the attack hits, it deals regular weapon damage, and the target must make a Constitution saving throw against the Samurai's attack DC or be stunned until the end of their next turn.
- Whirlwind Defense: The Samurai spins their weapon around them defensively. Until the start of their next turn, any creature that enters or starts its turn within 5 feet of the Samurai takes slashing damage equal to the Samurai's Dexterity or Strength modifier.
- Blade Parry: When targeted by a melee attack, the Samurai can use their reaction to add 2 to their AC for that attack, potentially causing the attack to miss. If the attack misses by 2 or less, the Samurai can make a counterattack against the attacker as part of the same reaction.
- Anchor Slash: The Samurai makes a low, sweeping attack aimed at the target's legs. If the attack hits, the target takes regular weapon damage and must succeed on a Strength saving throw against the Samurai's attack DC or be knocked prone.
- Hawk's Precision: The Samurai takes a moment to focus, making their next shot with uncanny accuracy. The next arrow they release within the same turn ignores half and three-quarters cover, and if the shot hits, it deals an additional damage die.
- Piercing Volley: Drawing upon their strength and technique, the Samurai fires an arrow with such force that it can pierce multiple enemies. The Samurai chooses a straight line, up to 30 feet long, and releases the arrow. Each creature in that line must make a Dexterity saving throw or take arrow damage.
- Disruptive Shot: The Samurai aims for their enemy's weapon or another held object. If the arrow hits, in addition to its normal damage, the target must succeed on a Strength saving throw or drop the item it's holding.
- Whistling Arrow: The Samurai fires an arrow skyward, which produces a high-pitched whistle. All enemies within a 10-foot radius must make a Wisdom saving throw or become frightened of the Samurai until the end of their next turn.
- Ricochet Shot: With a masterful understanding of angles, the Samurai can fire an arrow that bounces off one solid surface (like a wall or floor) before hitting its intended target. This allows the Samurai to ignore cover and possibly hit targets they don’t have a direct line of sight to.
- Binding Shot: The Samurai targets an enemy's legs or wings with an arrow designed to hinder movement. On a hit, the target's speed is reduced by half for the next round, and if the target has a flying speed, it must make a Constitution saving throw or be forced to land.
- Eagle's Eye: The Samurai focuses intently, seeing the weak points in their target's defenses. For the next minute, the Samurai's attacks with a bow bypass a target's damage resistance (but not immunity).
- Explosive Arrow: The Samurai uses a specially crafted arrow that explodes upon impact. When they fire this arrow and it hits a target, creatures within a 10-foot radius must make a Dexterity saving throw or take 4d6 fire damage. The primary target takes full arrow damage plus additional fire damage.
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