Samurai

Class Stat

Being warriors who were old soldiers of war, such people have that supernatural style of handling their weapons in a special way. These warriors are known as samurai. Known for having blindingly fast strikes, their blades are an extension of their own body and mind. Not only is their art with the blade incredible, but they have learned to manipulate the inner Ki of themselves and other creatures.

Adventurers who learn this ancient art become feared masters of the blade, rending both body and mind. Seen only by enemies as a blur of steel before they meet an untimely end.

Hit Points (HP)

Hit Dice 1d10 per level
HP at Level 1 10 + CON modifier
HP at higher levels 1d10 (or 5) + CON modifier per level

Proficiencies

Armour All armour
Weapons Simple weapons, martial weapons, samurai swords
Tools Calligrapher's Supplies
Saving Throws Constitution, Charisma
Skills Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion

Samurai Table

Level Proficiency Bonus Abilities Skills Known Stance Uses Stances Known Ki Points
1 +2 Ki, Attack of Opportunity* 1 1
2 +2 Fighting Stance 2 2 2 2
3 +2 Fighting Spirit, Martial Maneuver 3 2 2 3
4 +2 Ability Score Improvement 4 3 2 4
5 +3 Extra Attack, Fighting Spirit Improvement 4 3 2 5
6 +3 Ability Score Improvement 5 4 4 6
7 +3 Elegant Courtier, Martial Maneuver 6 4 4 7
8 +3 Ability Score Improvement 7 4 4 8
9 +4 Fighting Spirit Improvement 7 4 4 9
10 +4 Martial Maneuver 8 4 4 10
11 +4 Extra Attack 9 4 4 11
12 +4 Ability Score Improvement 10 5 4 12
13 +5 - 10 5 4 13
14 +5 Fighting Stance (2) 11 5 6 14
15 +5 Martial Maneuver 12 5 6 15
16 +5 Ability Score Improvement 13 5 6 16
17 +6 - 13 6 6 17
18 +6 Strength Before Death 14 6 6 18
19 +6 Ability Score Improvement 15 6 6 19
20 +6 Wind Rider 16 6 6 20

Equipment

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

Or, you could choose to start with 5d4 × 10 gp and purchase your equipment.

Class Abilities

Ki

At 1st Level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki Points. The maximum number of Ki Points that you have is equal to your current Samurai level. You can spend these points to fuel various Ki abilities. When you spend a Ki Point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Ki back into yourself. By default, you get the Ki abilities below and can learn more as you spend skill points.

Some abilities require you to make a Ki Attack, or force your opponents to make a Saving Throw. Unless otherwise stated, these are calculated as follows:

Ki Save DC = 8 + your proficiency bonus + your WIS modifier
Ki Attack Bonus = your proficiency bonus + your WIS modifier

Patient Defense

You can spend 1 Ki Point to become Concealed until the start of your next turn.

(A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.)

Step of the Wind

You can spend 1 Ki Point to take two Movement actions. Your jump distance is doubled for these movements. You can only use Step of the Wind once per turn.

(For example, you could Stride twice, or you could Step then Stride).

Discerning Eye

You can spend 1 Ki Point to ready the Help reaction, gaining 1 extra bonus reaction this round which you can only use to trigger Help.

(So, you could use Attack of Opportunity using your regular reaction, and Help using this special reaction).

Attack of Opportunity*

You are able to take advantage of any drop in guard of your enemies. You are able to use the Attack of Opportunity reaction below:

Reaction Trigger: A creature within your reach makes a ranged attack, leaves a square during its movement, uses a Manipulate action, or casts a spell with somatic (S) or material (M) components.

Effect: Make a melee weapon attack against the creature.

*Attack of Opportunity variant: You only get this feature if you are using this variant.

Fighting Stance

At 2nd Level, your time training has allowed you to perfect your ability to adapt your stance based on the opponents you face in combat.

Learning Stances

You learn two stances at 2nd level, and learn one additional stance at the 6th and 14th level. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a stance you know with another one.

Activating Stances ◇ /

A stance is activated using 1 action, changed as a free action, and lasts for 1 minute, or until you activate a different stance; or if you are knocked

Prone
, become
Grappled
or
Restrained
. You can activate your Fighting Stance a number of times as shown on the Samurai Table; however, changing stances does not count as activating a stance and does not reset the time. A long rest restores all expended uses.

Upon reaching 14th level you gain the ability to activate and maintain two Stances at once.

Fighting Spirit

Starting at 3rd Level, your intensity in battle can shield you and help you strike true. On your turn, you can give yourself Advantage on all weapon attack rolls until the end of your turn. When you do so, you also gain 5 temporary hit points.

You can use this feature a number of times equal to half of your proficiency bonus (rounded up), after which you regain all expended uses of it when you finish a long rest.

At 5th Level, your expended uses of Fighting Spirit replenish on a short or long rest.

At 9th Level, the amount of temporary hit points that you gain increases to 10, when you use Fighting Spirit.

Martial Maneuver

At Levels 3, 7, 10, and 15, you can learn some techniques that you can employ in combat which show your martial prowess. See the Martial Maneuvers page.

Ability Score Improvement

At Levels 4, 6, 8, 12, 16, and 19, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this skill.

You can forgo taking this feature to take a Feat of your choice instead.

Extra Attack

At Level 5, you can make two weapon attacks at a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them. At Level 11, you no longer have the –2 penalty.

Elegant Courtier

Starting at 7th 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).

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would bring you to 0 HP, you can use your reaction to delay falling

Unconscious
, you regain one use of your Fighting Spirit feature, and you can immediately take an extra turn.

While you have 0 HP during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you regain 1 HP and this effect ends.

Once you use this feature, you can't use it again until you finish a long rest.

(If for some reason you are still at 0 HP once this feature ends, you fall Unconscious, retaining whatever Death Saving Throws you had).

Wind Rider

At Level 20, your speed is improved such that you can harness the wind's strength as you rush to a foe and strike them. Your speed increases by 6m. Furthermore, you gain a Fly speed of 8m. Also, when you move at least 6m in a line straight towards a creature and you hit it with a melee weapon attack, the target must make a STR saving throw (DC 8 + your proficiency bonus + your STR/DEX modifier). On a failed save, the creature is knocked

Prone
, and you may make another melee weapon attack against the creature as part of the same action. This attack only suffers a –2 penalty from the multiple attack penalty.


Fighting Stance Options

The following are the Fighting Stance options that you can learn with the Fighting Stance feature. If there is a Level requirement after the name, you cannot learn that Fighting Stance until you attain that Level.

Earth Stance

While in this stance, you become steadfast and grounded, imitating the power of the mighty earth. When you enter this stance you gain a bonus to your AC equal to half of your proficiency bonus (rounded up) and treat any critical hit as a normal hit. You also have Advantage on Strength checks made to

Grapple
and can make an attack with a two-handed weapon with one hand whilst grappling a creature. Furthermore, you have Advantage on Strength saving throws and Disadvantage on Dexterity saving throws, because your feet are planted firmly on the ground.

If you end your turn while not touching the ground, this stance immediately ends.

Fire Stance

While in this stance, you strike with the ferocity of intense flames, sacrificing your defences. The first weapon attack that you make each turn has a +3 bonus to its Attack Roll. Additionally, you suffer a –2 penalty to your AC as long as you are in this stance. When you hit a creature with an attack, you may add your Proficiency Modifier to the damage roll, which also doubles on a critical hit.

Ice Stance

While in this stance, you become focused and resolute, like the coolness of ice. When you enter this stance and at the start of each of your turns while you have at least 1 HP, you gain temporary hit points equal to your Constitution modifier (minimum 1) + your Proficiency Bonus. These temporary hit points last until you are no longer in this stance. Once per turn, when you hit a creature with a weapon attack, you deal an extra 1d6 damage to the creature. Moreover, Opportunity Attacks made against you are rolled with Advantage.

When you Stride or perform any other Movement actions, you can only move up to half of your speed.

Lightning Stance

While in this stance, you strike quickly, like the flash of lightning. You gain a +2m bonus to your Speed, and you gain access to the following actions:

Blinding Flash

Flourish

Stride once, making melee Strikes against a number of different creatures within reach at any point during your movement, up to your proficiency bonus. Your weapon gains the Agile trait during this action if it doesn't already have it.

Lightning Barrage

Flourish

Make melee Strikes against a single target a number of times equal to half of your proficiency bonus (rounded down) + 1. These attacks are incredibly fast but difficult to land accurately; these attack rolls are made without your proficiency bonus, however, you do not apply the Multiple Attack Penalty until after the attacks are made.

Water Stance

While in this stance, you strike with the power of water, like a wave crashing down on your foes. While in this stance, landing an Attack of Opportunity on an enemy reduces that creature's movement by 4m until the beginning of its next turn. You gain access to the following action:

Whelm

Flourish

You gather your ki to make one powerful strike, just like a crashing wave, potentially knocking them

Prone
. Target a creature within 10m of you, who must make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus), taking damage equal to your weapon damage.

Critical Success (+10). The target takes no damage.
Success. The target takes half damage.
Failure. The target takes full damage and is knocked Prone.
Critical Failure (–10). The target takes double damage and is knocked Prone.

Wind Stance

While in this stance, you become both quick and maneuverable. When you use Step of the Wind you do not need to expend Ki Points, and you ignore Difficult Terrain when you do so until the end of the turn. The first ranged weapon attack roll made against you before the start of your next turn is made with Disadvantage, and you make Strength saving throws with Disadvantage and Dexterity saving throws with Advantage.

Void Stance (12th Level)

While in this stance, your mind is at its calmest and your senses are heightened to their maximum. You make all Perception checks with Advantage. You are immune to the

Blinded
condition and gain 30m of Blindsight. The first creature you hit with a weapon attack in this stance takes an additional 2d6 Dark or Ice damage (your choice before rolling) to the damage roll.

This stance cannot be used with your other stances. Ending this stance leaves you unable to use this stance for 1 minute, and any other stance until the end of your next turn.

Kami Stance (19th Level)

While in this stance, a single strike from your weapon seems to strike all enemies around you in a flash. When you make a ranged weapon attack, you add an extra weapon die to damage rolls. You also gain access to the following action:

Flash of Steel

Flourish

Open

Perform one melee Strike against every creature of your choice within 6m of you. You only make one attack roll for each of these Strikes, and this only counts as one Attack when calculating the Multiple Attack Penalty.

This stance cannot be used with your other stances. Ending this stance leaves you unable to use this stance for 1 minute, and any other stance until the end of your next turn.