Feudal Japanese NPCs
Samurai Courtier
Medium humanoid (any race), any lawful alignment
- Armor Class 11
- Hit Points 20 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 16 (+3) 18 (+4) 18 (+4)
- Saving Throws Int +5, Wis +6
- Skills Deception +6, History +5, Insight +8, Investigation +5, Perception +6, Persuasion +8
- Senses Passive Perception 16
- Languages Any three languages (usually Common)
- Challenge 0 (10 XP)
Diplomat. The samurai has advantage on Charisma (Persuasion) and Wisdom (Insight) checks made to negotiate deals and exchanges. If the samurai spends 1 minute talking to a humanoid that can understand it, that humanoid must make a DC 16 Wisdom (Insight) check or be charmed by the samurai as long as they are within 60 feet and for 1 minute thereafter. This check automatically succeeds if the samurai or any of its allies are fighting the humanoid.
Eye for Detail. The samurai can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Nimble Escape. The samurai can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Reactions
Duck and Cover. The samurai adds 2 to its AC against one ranged attack that would hit it. To do so, the samurai must see the attacker and can’t be grappled or restrained.
Faint-Hearted. If a creature makes an attack on the samurai, and the samurai is not incapacitated, it can move 10 ft away from the attacker as a reaction, not provoking attacks of opportunity.
Samurai
Far more than just soldiers, samurai were nobles born into a warrior lineage, groomed and trained for the express purpose of giving their life to their lord. While rigorously trained in all manner of weapons and martial arts, a samurai was also expected to be a scholar, poet, and philosopher while away from the battlefield. Many served as courtiers and ambassadors, negotiating contracts and treaties or managing their own feudal lands and vassals.
Though most famous for their katana swords, most samurai actually fought primarily with the spear or bow, only relying on their sword as a reserve weapon.
Samurai Warrior
Medium humanoid (any race), any lawful alignment
- Armor Class 18 (plate)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 11 (+0) 12 (+1) 15 (+2)
- Saving Throws Str +5, Con +4, Wis +3
- Skills Insight +3, Persuasion +5
- Senses Passive Perception 11
- Languages Any one language (usually Common)
- Challenge 3 (700 XP)
Brave. The samurai has advantage on saving throws against being frightened.
Fighting Spirit (3/day). As a bonus action on its turn, the samurai can give itself advantage on weapon attack rolls until the end of the current turn and gains 5 temporary hit points.
Actions
Multiattack. The samurai makes two melee attacks.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Reactions
Parry. The samurai adds 2 to its AC against one melee attack that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon.
Sohei
Medium humanoid (any race), any alignment
- Armor Class 16
- Hit Points 25 (5d8 + 5)
- Speed 40 ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Saving Throws Str +2, Dex +6
- Skills Acrobatics +6, Athletics +2, Insight +4, Perception +4
- Senses Passive Perception 14
- Languages Any one language (usually Common)
- Challenge 4 (1,100 XP)
Unarmored Combatant. The monk adds their Wisdom bonus to their AC while it is wearing no armor and wielding no shield.
Actions
Multiattack. The monk makes three melee attacks.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage. If the target is a creature, the monk can choose one of the following additional effects:
• The target must succeed on a DC 14 Strength saving throw or drop one item it is holding (monk's choice).
• The target must succeed on a DC 14 Dexterity saving throw or be knocked prone.
• The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of the monk's next turn.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 4) slashing damage.
Reactions
Deflect Missile. The monk can use their reaction to reduce the damage of a ranged weapon attack by 14 (1d10 + 8). If this reduces the damage of the attack to 0 or less, it can make a ranged attack with the missile as part of the same reaction against any one target within 20 ft.
Slow Fall. The monk can use their reaction to reduce damage taken from falling by 20.
Warrior Monks
The fighting arts have long been passed down outside of the dojo, often in monasteries that accept any disciple willing to devote themselves to the rigorous training. These monks developed both their bodies and minds into powerful tools, seeking out greater and greater challenges to further their advancement. Together, the monasteries of these warriors gained power and influence that rivaled even some feudal lords. During times of war, they fought to protect their surrounding lands, and often negotiated with neighboring armies like any other political rival.
Some sohei left their adopted homes and wandered the countryside, helping those in need or selling their services as mercenaries. Others branched off to found their own schools and temples, maintaining close ties to their teachers and creating a network of affiliated monasteries, bound together by shared philosophies and personal relationships.
Shugenja
Somewhere between priest and shaman lies the shugenja, powerful wielders of natural magic. They communed with the spirits of the natural world, calling upon them for guidance in times of need and invoking them as agents of destruction in times of danger. Their beliefs are a mix of Buddhism, Shinto, folk traditions, and others, and the main tenets of their practices are tied to strict asceticism.
Most shugenja found themselves in the services of clan lords, providing counsel for spiritual matters and overseeing religious ceremonies. Others left the comforts of the nobility to live among the rural villages as healers, soothsayers, or temple custodians. And some were drawn towards forbidden knowledge, isolating themselves in the wilderness to study the dark arts of blood magic. All shugenja are formidable, but these bloodspeakers should be feared above all others.
Shugenja
Medium humanoid (any race), any alignment
- Armor Class 11 (16 with barkskin)
- Hit Points 50 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 13 (+1) 15 (+2) 20 (+5) 11 (+0)
- Saving Throws Int +5, Wis +8
- Skills Medicine +8, Nature +5, Perception +8
- Senses Passive Perception 16
- Languages Primordial plus any two languages (usually Common)
- Challenge 5 (1,800 XP)
Spellcasting. The shugenja is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, frostbite, gust, primal savagery
1st level (4 slots): absorb elements, animal friendship, speak with animals, thunderwave
2nd level (3 slots): barkskin, dust devil, healing spirit
3rd level (2 slots): conjure animals, dispel magic
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands.
Primal Savagery. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d10) acid damage.
Bloodspeaker
Medium humanoid (any race), any evil alignment
- Armor Class 11 (16 with barkskin)
- Hit Points 50 (9d8 + 9)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 13 (+1) 15 (+2) 20 (+5) 11 (+0)
- Saving Throws Int +5, Wis +8
- Skills Medicine +8, Nature +5, Perception +8
- Senses Passive Perception 16
- Languages Primordial plus any two languages (usually Common)
- Challenge 5 (1,800 XP)
Spellcasting. The bloodspeaker is a 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): chill touch, gust, toll the dead
1st level (4 slots): absorb elements, entangle, inflict wounds, ray of sickness
2nd level (3 slots): barkskin, blindness/deafness, darkness
3rd level (2 slots): animate dead, vampiric touch
Actions
Withering Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (3d6) necrotic damage
Blood Rite (1/day). If at least 20 damage has been dealt to living creatures within 10 feet of the bloodspeaker in the last minute, it regains a 3rd level spell slot or lower.
Shinobi
Medium humanoid (any race), any alignment
- Armor Class 15
- Hit Points 24 (6d8)
- Speed 30 ft., climb 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
- Saving Throws Dex +5, Wis +4
- Skills Deception +7, Insight +4, Investigation +3, Perception +6, Persuasion +5, Sleight of Hand +5, Stealth +7
- Senses Passive Perception 16
- Languages Any two languages (usually Common)
- Challenge 3 (700 XP)
Unarmored Defense. The shinobi's Armor Class includes its Wisdom modifier.
Cunning Action. On each of its turns, the shinobi can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The shinobi deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shinobi that isn't incapacitated and the shinobi doesn't have disadvantage on the attack roll.
Actions
Multiattack. The shinobi makes two attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Shortbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Smoke Bomb (3/day). The shinobi creates a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
Shinobi
The warriors known as shinobi or ninja were from secretive clans, often shunned and outcast by the rest of their contemporaries. Some clans, like the samurai, were sworn to specific feudal lords, serving as another option for them when strength of arms or negotiations are not enough. Others operated independently, selling their skills to nobles and criminals alike. While no clan or family would ever admit to employing shinobi in polite conversation, it was rare to find any advantage over one's rivals without them.
The primary mission for most shinobi was espionage, implanting themselves as farmers, servants, or performers close to their targets, sometimes for years at a time. Their skills in theft, sabotage, or assassination are quite well known, but they were also just as capable as escorts and bodyguards. The versatility of the shinobi was one of their greatest assets, allowing them to serve in whatever function was most needed at the time.
Alternate Shinobi Weapons
While swords and bows are the most common, shinobi may also arm themselves with more discreet weapons, able to be concealed as they disguise themselves as peasants or artisans. Below are options for other weapons a shinobi may carry.
Shuriken. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Either a dart-shaped or star-shaped blade meant for throwing at an opponent. Unlike other shinobi weapons, these are generally meant to be disposable, serving more as distractions than killing tools.
Rope Dart. Melee Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
A dagger or spike affixed to a long length of rope. Originally developed as a retractable shuriken, the rope dart has grown into its own discipline, able to be concealed as a harness under plain clothes and then strike from afar.
Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The shinobi has advantage on the first attack made using this weapon in a battle.
A short blade hidden within a mundane object such as a walking stick, fan, bracer, or shoe. Some have spring-loaded contraptions to allow quick deployment even when a shinobi's hands are otherwise occupied.