{"name":"Samurai","overview":"[b]Quick Build:[\/b] You can quickly build a Samurai by following these suggestions. Firstly, Wisdom to be your highest score for you abilities, followed by either Strength or Dexterity depending on your style to be wearing heavy armor for melee attacks or becomes a Ronin for a faster movement and evasion.","hit_dice":"1d10","hit_points_at_1st_level":"10 + Constitution modifier","hit_points_at_higher_levels":"1d10 (or 6) + Constitution modifier per Samurai level after 1st","armor_proficiencies":"Light armor, Medium Armor","weapon_proficiencies":"Simple weapons, martial melee weapons, longbow","tools":"none","saving_throws":"Dexterity, Constitution","skills":"Choose two from Acrobatics, Athletics, History, Insight, Investigation, Perception, Religion, Survival","starting_equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n\u2022 a) longsword or b) a martial weapon\r\n\u2022 a) leather armor or b) scale mail\r\n\u2022 a) a shortsword or b) any simple melee weapon\r\n\u2022 a) an explorers pack or b) a scholars pack","spellcasting":"","class_features":"[h2]FIGHTING STYLE[\/h2]\r\nYou adopt a particular style of fighting as your specialty,\r\nChoose one of the following options. You can't take a Fighting\r\nStyle option more than once, even if you later get to choose\r\nagain.\r\n\r\nARCHERY\r\nYou gain a +2 bonus to attack rolls you make with ranged\r\nweapons.\r\n\r\nDEFENSE\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDUELING\r\nWhen you are wielding a melee weapon in one hand and no\r\nother weapons, you gain a +2 bonus to damage rolls with that\r\nweapon,\r\n\r\nGREAT WEAPON FIGHTING\r\nWhen you roll a 1 or 2 on a damage die for an attack you\r\nmake with a melee weapon that you are wielding with two\r\nhands, you can reroll the die and must use the new roll, even\r\nif the new roll is a 1 or a 2. The weapon must have the two-handed\r\nor versatile property for you to gain this benefit.\r\n\r\nTWO-WEAPON FIGHTING\r\nWhen you engage in two-weapon fighting, you can add your\r\nability modifier to the damage of the second attack.\r\n\r\n[h2]SKILLED ATTACKER[\/h2]\r\nWhenever you make a melee weapon attack with one of your\r\nsamurai weapons, (eg: longswords, shortswords, etc.) you\r\nmay choose to use Dexterity instead of Strength for the\r\nattack and damage roll, even if the weapon isn't a finesse\r\nweapon.\r\n\r\n[h2]FOCUS[\/h2]\r\nStarting at 2nd level, your mental strength gives you mastery\r\nin fighting in battles, resulting in a level of focus during the\r\nchaos. This focus is represented in a number of focus points.\r\nYour samurai level determines how many focus points you\r\nhave as shown on the Focus Points table. These points\r\nreplenish after you finish a short or long rest. Once per turn,\r\nyou can spend one focus point, as a bonus action, to grant\r\nyourself advantage on your next attack you take with one of\r\nyour samurai weapons. You must declare you are spending a\r\nfocus point before you make your initial attack roll.\r\n\r\n[h2]HONORABLE DUEL[\/h2]\r\nStarting at 2nd level, you force a target to focus its attention\r\non you for battle. Convincing them to view you as an enemy\r\nworthy of their attention in a fight. You can spend an action\r\nand 1 focus point to force a creature to make a wisdom\r\nsaving throw.\r\n\r\nSpell Save DC = 8 + your proficiency bonus + your Wisdom\r\nmodifier\r\n\r\nOn a failed save, you compel a creature to fight you, the\r\ncreature has disadvantage on all attack rolls made on\r\ncreatures, other than you, until the end of your next turn.\r\n\r\n[h2]ABILITY SCORE IMPROVEMENT[\/h2]\r\nWhen you reach 4th level, and again at 8th, 10th, 14th, 16th,\r\nand 19th level. you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\r\nchoice by 1. As normal, you can't increase an ability score\r\nabove 20 using this feature.\r\n\r\n[h2]EXTRA ATTACK[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn. The\r\nnumber of attacks increases to three when you reach 13th\r\nlevel in this class.\r\n\r\n[h2]KNOW THY ENEMY[\/h2]\r\nStarting at 6th level, you can spend 1 focus point as a bonus\r\naction and the weapon you are currently wielding gets a +1\r\nbonus to attack and damage rolls. This number increases to\r\n+2 at level 12, and to +3 at level 18. This skill lasts for 1\r\nminute and can only have one use active at a time.\r\n\r\n[h2]MENTAL FOCUS[\/h2]\r\nStarting at 9th level, you can use your action to spend 1 focus\r\npoint to end one effect on yourself that is causing you to be\r\ncharmed or frightened.\r\n\r\n[h2]UNSHAKEABLE[\/h2]\r\nBeginning at 11th level, you can reroll a saving throw that you\r\nfail. If you do so, you must use the new roll, and you can't use\r\nthis feature again until you finish a long rest\r\n\r\n[h2]PATH OF THE SWORD[\/h2]\r\nAt level 15, you can advance towards an enemy ignoring your\r\nsurroundings, you no longer have to spend extra movement\r\nto pass through difficult terrain.\r\n\r\n[h2]ENEMY SENSE[\/h2]\r\nStarting at level 18, you are so alert to your surroundings that\r\nenemies have a hard time catching you by surprise, enemies\r\ncannot get advantage against you as a result of being hidden\r\nfrom you, as long as you aren't incapacitated.\r\n\r\n[h2]MENTAL CLARITY[\/h2]\r\nStarting at level 20, when you roll for initiative and you have\r\nno focus points remaining you regain 4 focus points.","subclass_options":"[h1]PATH OF HONOR[\/h1]\r\nThis path focuses on the loyalty to ones \"lord\" a samurai\r\nexhibited when they served a noble. They are not ones to\r\nquestion an order and they perform tasks given to them with\r\nprecision and skill. They wear heavy armor and fight with a\r\nvariety of weapons and techniques for any situations\r\ndepending on what is asked of them. They would lay down\r\ntheir lives for their lords and serve them till the day their\r\nlords die even going as far as to end their own lives if ordered\r\nto, no task is too great to please their king.\r\n\r\n[h2]STRONG FORTITUDE[\/h2]\r\nAt 3rd level you gain proficiency in heavy armor, martial\r\nranged weapons. In addition as long as you are wearing\r\nheavy armor and no shield, you can add your Dexterity\r\nmodifier to your armor class (max 2).\r\n\r\n[h2]BENEVOLENCE[\/h2]\r\nStarting at 3rd level, as a bonus action you can perform an\r\n\"act of kindness\" for one willing creature, you can choose one\r\nother creature, within 10 feet of you, that can see or hear you,\r\nand heal them equal to 1d10 + your Samurai level, this\r\nincreases to 2d10 at level 12, you can perform this skill a\r\nnumber of times equal to your Wisdom modifier. When you\r\nfinish a long rest you regain all expended uses.\r\n[h2]COURAGE[\/h2]\r\nStarting at 7th level, you are confident in your fighting\r\nprowess, so much so that you feel you can handle multiple\r\nenemies at the same time. When you use your Honorable\r\nDuel skill you may select an additional target beyond the first,\r\nthis number increases to 3 at level 10, and to 4 at level 15.\r\nAdditionally, While you are conscious you are immune to\r\nbeing frightened or magically paralyzed.\r\n\r\n[h2]SHARP REFLEXES[\/h2]\r\nStarting at 12th level, the duration of your Honorable Duel\r\nbecomes 1 minute on each target. Additionally, if a target of\r\nyour Honorable duel casts a spell that would cause you to\r\nmake a Dexterity saving throw to take half damage when you\r\nsucceed, you can use your reaction to spend 1 focus point and\r\ntake no damage instead.\r\n\r\n[h2]UNYIELDING SPIRIT[\/h2]\r\nStarting at level 17, when you are reduced to 0 hit points and\r\nare not killed outright, you can choose to spend 2 focus\r\npoints and drop to 1 hit point instead.\r\n\r\n[h1]PATH OF THE RONIN[\/h1]\r\nThe Ronin is a samurai whose lord has passed on or has\r\nbeen removed from power, resulting in their own dishonor. A\r\nsamurai who chooses to continue life without following a\r\nnoble and without ending their own life, to save face, soon\r\nafter becomes a Ronin. A Ronin is a wandering samurai, with\r\nno ties to a king or noble, and chooses to continue living on\r\nhis own. A Ronin sometimes lives life day to day as a\r\nmercenary or can be hired as a body guard for a rich ruler of\r\na small settlement of land or a trade caravan, while some end\r\nup turning to a life of crime such as a bandit or an organized\r\ncrime group.\r\n\r\n[h2]UNARMORED MASTER[\/h2]\r\nWhen you choose this path at 3rd level, while you are wearing\r\nno armor (you can wear common clothes) and not wielding a\r\nshield, your AC equals 10 + your Dexterity modifier + your\r\nWisdom modifier. Additionally, your speed increases by 10\r\nfeet while you are not wearing armor or wielding a shield.\r\nThis bonus increases to 20 feet at 12th level\r\n\r\n[h2]BATTLE SENSE[\/h2]\r\nStarting at 3rd level, when you are wielding a weapon you are\r\nproficient with and another creature hits you with a melee\r\nweapon attack you can use your reaction to spend 1 focus\r\npoint to quickly position your blade to parry the attack\r\nincreasing your AC by your proficiency bonus for that attack\r\npossibly causing it to miss you. You must declare this skill before\r\nyou see the roll, and before the DM says whether the attack\r\nhits or misses. Additionally, when you hit with a melee attack\r\nyou can spend 1 focus point and use the Dodge action as a\r\nbonus action.\r\n\r\n[h2]QUICK STRIKE[\/h2]\r\nStarting at 7th level, when you dash towards an enemy and\r\nmove at least 10 feet or more in a straight line, you can use a\r\nbonus action to make a melee attack with a samurai weapon\r\nas you pass the creature, this movement does not provoke\r\nopportunity attacks.\r\n[h2]CHAIN STRIKE[\/h2]\r\nStarting at 12th level, when you make a dash action and move\r\nat least 10 feet in a straight line you can spend 1 focus point\r\nand make a melee attack against a creature, you may then\r\nmove past that creature, this movement does not provoke\r\nopportunity attacks, and if there is another creature at least\r\n15 feet away from your first attack target, you may move up to\r\nan additional 10 feet and use a bonus action to attack the\r\nsecond creature.\r\n\r\n[h2]FINAL STRIKE[\/h2]\r\nAt 17th level, when you make a melee attack against a\r\ncreature and hit, if there is no other creatures within 5 ft of\r\nyou or the creature, you can spend 2 focus points and have\r\nthe creature make a constitution saving throw (DC8 +\r\nProficiency + Dexterity) on a failed save you deal double\r\ndamage dice to the creature (example; if a greatsword is 2d6\r\n+modifiers then the damage becomes 4d6+ modifiers)\r\n[h1]PATH OF THE CURSED BLADE[\/h1]\r\nSamurai who follow the path of the cursed blade have come\r\ninto possession of a blade with a terrible dark magic about it,\r\nor perhaps it has come into possession of them instead.\r\nFollowers of this path are bound to their weapons and its\r\nmagical forces. Samurai who have taken this path delve into\r\ndark magic's and uses this darkness to fuel themselves and\r\ncast this magic.\r\n[h2]SPELLCASTING[\/h2]\r\nWhen you reach 3rd level, your blade has given you\r\nsupernatural powers by your curse granting you the ability to\r\ncast spells.\r\n\r\n[h2]Cantrips[\/h2]\r\nYou learn 3 cantrips: minor illusion (this spell does not count\r\ntowards your cantrips known) and 2 of your choice from your\r\nsamurai spell list. You learn an additional cantrip at level 10.\r\n\r\n[h2]Spell Slots.[\/h2]\r\nThe Cursed Blade Spellcasting table shows how many spell\r\nslots you have to cast your spells of 1st level and higher. To\r\ncast one of these spells, you must expend a slot of the spell's\r\nlevel or higher. You regain all expended spell slots when you\r\nfinish a long rest.\r\n\r\nSpells Known of 1st-Level and Higher.\r\nYou know three 1st level samurai spells of your choice.\r\n\r\n[h2]Spellcasting Ability.[\/h2]\r\nWisdom is your spellcasting ability for your samurai spells,\r\nsince you learn your spells through careful contemplation\r\nand the knowledge that your blade bestows upon you. You\r\nuse your Wisdom whenever a spell refers to your spellcasting\r\nability.\r\n\r\nIn addition, you use your Wisdom modifier when setting\r\nthe saving throw DC for a warlock spell you cast and when\r\nmaking an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your Wisdom\r\nmodifier\r\n\r\nSpell attack modifier = your proficiency bonus + your\r\nWisdom modifier\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Cantrips Known[\/th]\r\n[th]Spells Known[\/th]\r\n[th]Spell Slots[\/th]\r\n[th]Spell Level[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]CURSED LINK[\/h2]\r\nStarting at 3rd level, you have learned a dark ritual that\r\ncurses a sword causing the blade to become magically\r\nbonded with you. You perform this ritual over the course of\r\none hour, which can be done during a short rest. The ritual\r\nconsists of modifying your blade through a dark forging\r\nprocess. The weapon must be within your reach during the\r\nritual the conclusion of which you complete the forging\r\nprocess of the blade and it is cursed and bound to you. When\r\nyou are cursed with this weapon you cannot be disarmed of it\r\nwhile you are conscious.\r\n\r\nYou gain the flaw:\r\n\"The blade and you have a strong desire to be together, so\r\nmuch so that being apart by more than a few feet causes you\r\nto become focused on nothing more than the retrieval of this\r\nblade.\"\r\n\r\nYou also create a mark that magically appears on your body\r\n(like that of a tattoo) that symbolizes your link to your\r\nweapon. When the blade is out of your grip and is within a 30\r\nfoot range you can use a bonus action to call the blade and\r\nhave it harmlessly fly through the air landing safely in your\r\nhands. You can only have one weapon bonded to you through\r\nthis method and creating a bond with another weapon causes\r\nthe previous \"blade\" to break and become unusable and\r\nunrepairable.\r\n\r\n[h2]AFTERIMAGE[\/h2]\r\nStarting at 3rd level when you cast the minor illusion cantrip\r\nyou can make an image of yourself that resembles you and\r\nmimics your movements. When an attack is made against\r\nyou and misses you, if your illusion is within 5 feet of you, you\r\ncan use your reaction to spend 1 focus point and dispel the\r\nillusion, causing it to vanish and you may attack the creature\r\nthat missed you. Giving off the appearance that the creature\r\nattacked the illusion thinking it was you.\r\n\r\n[h2]CURSED SHADOW[\/h2]\r\nStarting at level 7, as a bonus action, you can spend 2 focus\r\npoints to create a shadowy blade resembling your cursed\r\nweapon which lasts for 1 minute. Each turn as a bonus action\r\nyou can have the shadowy weapon make a melee spell attack,\r\non a hit the target takes Necrotic damage equal to 1d8 + your\r\nWisdom modifier.\r\n\r\n[h2]SHADOW COPIES[\/h2]\r\nAt level 12, when you cast minor illusion as a cantrip you can\r\nmake 3 illusionary copies of yourself instead of just one,\r\nwhen a creature attacks you while you are within five feet of a\r\ncopy, the creature has disadvantage on all attack rolls. You\r\ncan use this skill a number of times equal to your Wisdom\r\nmodifier. You regain all uses after a long rest.\r\n[h2]CURSED POSSESSION[\/h2]\r\nAt level 17, as an action, if you are below half your hit points,\r\nyou can spend 4 focus points and activate your curse to take\r\ncontrol over your mind and body causing markings to appear\r\non your body and you attack anything you see as an enemy.\r\nYou have resistance to bludgeoning, slashing, and piercing\r\ndamage while \"marked\" and at the beginning of each of your\r\nturns the curse has control, you heal hit points equal to 1d8 +\r\nyour Constitution modifier, you also have advantage on all\r\nwisdom saving throws while this effect is active. This ability\r\ncan only be used if you are in combat and not at 0 hit points.\r\n\r\n[h2]CURSED BLADE SPELLS[\/h2]\r\nCantrips (0 level)\r\nBlade Ward (PHB)\r\nBooming Blade (SCAG)\r\nFrostbite (EE)\r\nGreen Flame Blade (SCAG)\r\nGuidance (PHB)\r\nMage Hand (PHB)\r\nMagic Stone (EE)\r\nMinor Illusion (PHB)\r\nRay of Frost (PHB)\r\nSword Burst (SCAG)\r\nTrue Strike (PHB)\r\n\r\n[h3]1st level[\/h3]\r\nArmor of Agathys (PHB)\r\nArms of Hadar (PHB)\r\nCharm Person (PHB)\r\nExpeditious Retreat (PHB)\r\nFalse Life (PHB)\r\nHeroism (PHB)\r\nHex (PHB)\r\nIce Knife (EE)\r\nSilent Image (PHB)\r\nTasha's Hideous Laughter (PHB)\r\nZephyr Strike (XGTE)\r\n\r\n[h3]2nd level[\/h3]\r\nAbsorb Elements (PHB)\r\nBlur (PHB)\r\nCrown of Madness (PHB)\r\nCloud of Daggers (PHB)\r\nDarkness (PHB)\r\nDarkvision (PHB)\r\nHeat Metal (PHB)\r\nMagic Weapon (PHB)\r\nShadow Blade (XGTE)\r\nSilence (PHB)\r\nWarding Wind (EE)\r\n\r\n[h3]3rd level[\/h3]\r\nBestow Curse (PHB)\r\nFear (PHB)\r\nFlame Arrows (EE)\r\nHaste (PHB)\r\nMelf's Minute Meteors (EE)\r\nNondetection (PHB)\r\nRemove Curse (PHB)\r\nWater Walk (PHB)\r\n\r\n[h3]4th level[\/h3]\r\nConfusion (PHB)\r\nFreedom of Movement (PHB)\r\nHallucinatory Terrain (PHB)\r\nPhantasmal Killer (PHB)\r\nStorm Sphere (EE)\r\nWarding Wind (XGTE)","table_data":"Level | Proficiency Bonus | Focus Points | Features\r\n1 | +2 | \u2500 | Fighting Style, Skilled Attacker\r\n2 | +2 | 2 | Focus, Honorable Duel\r\n3 | +2 | 3 | Samurai Path Feature\r\n4 | +2 | 4 | Ability Score Improvement\r\n5 | +3 | 5 | Extra Attack\r\n6 | +3 | 6 | Know Thy Enemy\r\n7 | +3 | 7 | Samurai Path Feature\r\n8 | +3 | 8 | Ability Score Improvement\r\n9 | +4 | 9 | Mental Focus\r\n10 | +4 | 10 | Ability Score Improvement\r\n11 | +4 | 11 | Unshakeable\r\n12 | +4 | 12 | Samurai Path Feature\r\n13 | +5 | 13 | Extra Attack (2)\r\n14 | +5 | 14 | Ability Score Improvement\r\n15 | +5 | 15 | Path Of The Sword\r\n16 | +5 | 16 | Ability Score Improvement\r\n17 | +6 | 17 | Samurai Path Feature\r\n18 | +6 | 18 | Enemy Sense\r\n19 | +6 | 19 | Ability Score Improvement\r\n20 | +6 | 20 | Mental Clarity","jsondata":"","tags":"","templateId":"5460","blockId":"584125","world":"89e0dd74-fffe-4bd6-a579-d3ad616891d3","folder":"3630","isShared":"on"}