5th Edition D&D x Final Fantasy XIV - Samurai

by Wiz52

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Samurai

A young man stands before a ferocious beast, his blade still sheathed as the villagers look on in horror as it closes in on its prey. With a smirk the man draws his blade and in a few lightning quick strokes, the beast falls.

An experienced veteran stands before a group of bandits. Their untrained strikes are easily dodged by the man, as he delivers blow after vicious blow, punishing each of their failed attempts on his life.

A young woman wanders into the city, her identity hidden beneath her wide hat. She hears of the oppression of the people in the village by the local lord. She nods to herself, knowing she has arrived in yet another town which would be better off without a master.

Far across the churning waves, beneath the rising sun, an island nation gave birth to a prolific style of swordplay. These noble warriors were sworn to their masters as their protectors, willing to give up their lives to see their duty complete. Honor or death was a common ideal for these disciplined soldiers.

Swordsmen of Legend

The Samurai are legendary swordsmen who lived by a code of honor. In service to the lords of their regions, they protected their lands with their lives and enforced their law without question. To do so, the Samurai nourished a timeless style of swordplay which remains mythic in its reputation to this day.

The Power Within

The Samurai draw on inner energies and an unshakable discipline. These are the tools which the Samurai built their reputation. To take up and master the katana is to enter a league of your own. Most samurai has been known to wield the blade for a master, though some choose to follow their own code and travel the world.

Creating a Samurai

When creating a Samurai, you have to decide how they became involved in the discipline. Were they born into the tradition, being the son of a samurai or lord? Perhaps they fight in a self taught style which they continually hone through their travels.

On top of their roots as a samurai, you must consider why you fight as a samurai. Are you on a quest on behalf of a lord, or directly protecting their master's lands. Perhaps they cast off their ties to their masters and teachers altogether and travel the world for their own gain, or the protection of the common man.

Quick Build

You can make a Samurai quickly by following these suggestions. First make Strength your highest ability score, following with Wisdom. Second take the Soldier background.

The Samurai
Level Proficiency Bonus Kenki Features Sword Arts
1st +2 - Artful Combat, Unarmored Defense -
2nd +2 - Sen, Sword Arts 1d4
3rd +2 2 Samurai Archetype, Kenki 1d4
4th +2 2 Ability Score Improvement 1d4
5th +3 3 Extra Attack 1d4
6th +3 4 Samurai Archetype Feature 2d4
7th +3 3 Evasion 2d4
8th +3 4 Ability Score Improvement 2d4
9th +4 4 Studied Disciple 2d4
10th +4 5 Samurai Archetype Feature 2d4
11th +4 5 Meikyo Shisui 3d4
12th +4 6 Ability Score Improvement 3d4
13th +5 6 Those Who Smile at Death 3d4
14th +5 7 Ability Score Improvement 3d4
15th +5 7 Samurai Archetype Feature 3d4
16th +5 8 Ability Score Improvement 4d4
17th +6 9 Artisan of Combat 4d4
18th +6 9 Hagakure 4d4
19th +6 10 Ability Score Improvement 4d4
20th +6 10 Doom of the Living 5d4

Class Features

As a Samurai, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per Samurai level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Samurai level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Katana (Longsword)
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) a Katana
  • (a) Leather Armor
  • (a) an Explorer's Pack or (b) a Dungeoneer's Pack
Katanas in Dungeons & Dragons

Samurai are known as masters of the katana, but their key weapon of choice is not listed in the Player's Handbook. As stated in the Dungeon Master's Guide (pg. 41) apply the stats of a longsword to the katana. There are substitutes for many different weapons like this which can be found in the Dungeon Master's Guide.

Artful Combat

When wielding a katana with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Sen

Beginning at the 2nd level, you have learned to build fighting spirit energy, Sen, as you fight. You may spend these Sen charges to power Sword Art attacks. Some Sword Arts require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.

Sword Art DC = 8 + Proficiency Bonus + Wisdom Modifier.

You gain 1 Sen by successfully making a weapon attack against a hostile creature, but not from Sword Arts. You can hold a maximum of 3 Sen. Outside of combat, Sen fade at a rate of 1 every 20 minutes.

Sword Arts

Beginning at the 2nd level, your training has led you to develop devastating attacks, called Sword Arts. As an action, you may spend Sen to perform one of the following Sword Arts:

Higanbana

Your fighting spirit empowers you to make a deep cut against a creature. You may spend 1 Sen to make a melee attack that deals slashing damage equal to your Weapon Damage + your Sword Arts die, as detailed in the Samurai table.

At 5th level, when you use the Attack action with the Extra Attack feature, you may replace 1 attack with Higanbana.

Tenka Goken

Spend 2 Sen to release a destructive wave of energy as you swing your sword. Each creature inside a 20ft cone in front of you makes a Dex saving throw against your Sword Art DC. On failure, they take thunder damage equal to your Weapon Damage + your Sword Arts die, and half as much on success.

Midare Setsugekka

You gather all of your fighting spirit to unleash a barrage of attacks at lightning speed, cutting your foe to ribbons. Spend 3 Send to make a number of melee attacks equal to your Proficiency Bonus against a single creature.

Samurai Archetype

At 3rd level, you select a way of the blade. The Bushi focuses on delivering incredibly powerful attacks. The Hatamoto lures and traps his opponents in counterattacks. The Ronin dashes through the battle field, striking like lightning.

Kenki

Beginning at the 3nd level, your Samurai training allows you to focus your spirit energy into your blade. You can store Kenki points equal to half your Samurai level, rounded up. You can spend these points to fuel various Samurai skills.

When you spend a Kenki point, it is unavailable until you finish a short or long rest, at the end of which you focus more Kenki back into your weapon.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Studied Disciple

At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.

Meikyo Shisui

At level 11, you have learned to turn your body into a conductor of Sen. As a bonus action, you generate 3 Sen. You may use this action twice, and it resets on a long rest.

Those Who Smile at Death

Through your experiences, you have come to learn that the only honorable death is death in battle. You no longer fear death, for it is your closest companion. You cannot be frightened.

Artisan of Combat

At level 17, while wielding a katana with two hands, your weapon attacks score a critical hit on a roll of 18-20.

Hagakure

At level 18, as a bonus action you have learned to channel the Sen energy you have stored into Kenki energy for your blade. You convert all of your Sen into Kenki. Each charge of Sen creates 4 points of Kenki. You must finish a long or short rest to use Hagakure again.

Doom of the Living

At the 20th level, you have learned to focus an incredible amount of energy into your blade to use in a single, ultimate attack against a creature. The creature must make a Dexterity saving throw against your Sword Art DC. On failure, the creature is dealt slashing damage equal to your Weapon Damage * 5, and half as much on success. You must finish a long rest to use Doom of the Living again.

Way of the Blade

The Samurai are renowned for their code of honor, their skill with a blade and the effort they put into their training. As a Samurai you must choose a way in which you will master the blade, be it all-out offense as a Bushi, a more defense oriented approach as a Hatamoto, or perhaps you wish to be a tactical master of the battlefield, a Ronin.

The Bushi

You have sworn to cut down the enemies of your lord, and have focused your training on delivering devastating attacks. Your skill with a sword leaves all who see it struck with awe.

Hissatsu: Shinten

At 3rd level, you have mastered the way of the blade, and have learned to find holes in your opponent's defenses. As a bonus action, you may spend 1 Kenki to make a melee attack against a creature. You do not gain Sen from this attack.

Elegant Courtier

Starting at 6th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom Modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Hissatsu: Kaiten

At the 10th level, you have learned to imbue your blade with power. As a bonus action, you can expend Kenki to grant your weapon a bonus to damage rolls, equal to the number of Kenki spent. The maximum number of Kenki you may spend is equal to your Wisdom Modifier. This bonus lasts for 1 minute.

Tsubame-gaeshi

At 15th level, as an action you may repeat the Sword Art used on your previous turn by spending Kenki instead of Sen. Your AC is reduced by 2 until the beginning of your next turn, and you cannot move before or after using this skill this turn.

The Hatamoto

As a Hatamoto, you have sworn to protect your lord, and those under your lord's protection, with your life. You rush into the fray, holding the attention of your enemies while dodging and countering. Your courage in battle is legendary.

Hissatsu: Chiten

Beginning at 3rd level, as an action you may spend 1 Kenki to enter a defensive stance. Until your next turn, opponents have disadvantage on attacks against you, and you have advantage on Dexterity saving throws. When a creature makes a melee weapon attack against you and misses, you may use your reaction to make an Attack of Opportunity against the creature.

Beginning at level 5, when you take the Attack action, you may replace the 2nd attack with Hissatsu: Chiten.

Zanshin

At 6th level, your have learned to keep total awareness of your surroundings even while relaxed. So long as you are conscious, you cannot be surprised.

Additionally, your heightened awareness gives you proficiency on Perception checks.

Third Eye

At 10th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of Kenki points to increase your armor class by 1 for each point spent. The maximum Kenki points you can spend is equal to your Wisdom Modifier. You may do this before or after the attack die result is decided. This increase lasts until the start of your next turn.

Arm's Length

At the 15th level, you may spend 1 Kenki to make a 2nd reaction in each round of combat. Additionally, while you are under the effect of Hissatsu: Chiten, non magical weapon damage you take is reduced by a number equal to your Wisdom Modifier and creatures you hit with an Attack of Opportunity have their remaining movement reduced by 10ft.

The Ronin

You have cast off any ties you have to a master and have become a Ronin. Your sense of honor remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through the battlefield with ease.

Hissatsu: Gyoten

At 3rd level, as an action you may spend 1 Kenki to charge a target creature with lightning speed. Select a creature within 30ft of you and move in a straight line towards it, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage. You must travel at least 10 feet to gain advantage on the attack.

At level 5, you may make a 2nd attack.

Not All Those Who Wander Are Lost

At 6th level, your experience in exploring and your cool head have helped you learn how to best discern the location of traps. You have advantage while making Wisdom (Perception) and Intelligence (Investigation) checks while looking for traps and hidden passages.

True North

At the 10th level, you have learned to imbue your blade with blinding speed. As a bonus action, you can expend Kenki to grant your weapon a bonus to attack rolls and your Sword Art DC, equal to the number of Kenki spent. The maximum number of Kenki you may spend is equal to your Wisdom Modifier. This bonus lasts for 1 minute.

Hissatsu: Yaten

At 15th level, as a bonus action you may spend 1 Kenki to deliver a parting blow on a creature. You make a melee weapon attack. After making your attack you move straight backwards 10 feet without provoking an Attack of Opportunity. You do not gain Sen from this attack.

 

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