Samurai

= 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 + Constitution Modifier

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

Proficiencies
Armor: None

Weapons: Katana, Throwing Knives

Tools: None

Saving Throws: Strength and Dexterity

Skills: Choose two from acrobatics, athletics, endurance, intimidation, perception, survival, and stealth

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


 * (a) a katana or (b) 7 throwing knives
 * (a) 5 Throwing Stars or (b) A Handgun and 20 bullets
 * (a) Three cans of canned food and a bottle of Water or (b) Three water bottles
 * A Gray cloak including a hood

Parry
Beginning at the 1st level, when another creature hits you or another creature within 5ft of you with a melee attack, you can use your reaction to reduce the damage dealt by the attack by 1d6 + your Dexterity modifier + your Samurai level. You can use this feature twice, you regain all expended uses when you finish a short or long rest. You gain an additional use of this feature at 7th and again at 15th level.

Fighting Stance
Time in brutal training has allowed you to perfect your ability to adapt your stance to your opponents in combat. You can learn a total of 8 different Stances. You learn 2 stances at level 2 and learn 2 new stances at the 6th and 15th level. Upon reaching 15th level you gain the ability to activate and maintain two Stances at once. Upon Reaching 20th level you can activate all stances simultaneously and retain them until the end of your 2nd turn after using this ability. After the 2 turns you are unable to enter stances for 2 turns and are only able to move 5ft per turn. All activate can only be used once every 24 hours.

A Stance is activated and changed as a bonus action, and lasts for 1 minute, or until you activate a different Stance, if you are knocked prone, become grappled or restrained. The number of times a Samurai can activate a Stance a day is equal to your total Samurai Level + Con Mod, however changing stances does not count as activating a stance and does not reset the time. Once per day when you finish a short rest, you can choose to recover expended uses of Stances, that is equal to or less than half your Samurai level (rounded up), a long rest restores all expended uses.


 * Stone Stance. When you enter this stance and at the start of each of your turns while you have at least 1 hit point or more remaining, you gain a number of temporary hit points equal to your Constitution Modifier (Minimum of 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 additional 5 weapon damage to the creature. Opportunity attacks made against you are rolled with advantage and if you use more than half of your movement speed in a turn, this stance immediately ends.
 * Wind Stance. While in this stance, you become both quick and maneuverable. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you Dash. Melee attack rolls made against you are at disadvantage and upon an attack missing you are able to make an attack of opportunity against them if they are within weapon range. If you have access to Strike from the Void, you can use one of the charges to make this attack regardless of range.
 * Water Stance. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). Failing this attempt grants the creature advantage on their next attack made against you. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creatures movement to zero until the beginning of its next turn.
 * Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, on one attack per turn, you may use your bonus action to gain a bonus to your AC equal to your proficiency modifier if the attack hit. This bonus AC lasts until the start of your next turn. Also while in this stance your feet are planted firmly on the ground, doing this grants advantage on Strength saving throws and disadvantage on Dexterity saving throws.
 * Fire Stance. While in this stance, you focus all you have on offence by sacrificing your defences. The first attack you make each turn and attacks of opportunities (both made by you and against you) are made with advantage. Additionally, you suffer a -2 to 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 as fire damage, which also doubles on a critical hit.
 * Lightning Stance. As long as you are in this stance; if you use the Dash action, you can attack all the enemies that you come within weapon range of. These attacks require your bonus action. Treat them as critical if they hit enemies who are unaware of you and are unprepared for the attack. Also, you can use your action to attack a single target furiously 3 times. These attacks are incredibly fast but difficult to land accurately, and as such attack rolls are made without proficiency or ability score bonuses (damage is dealt normally with each hit). At the 10th level, you can use this stance to attack a single target 5 additional times without proficiency bonus.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


 * Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
 * Defense. While you are wearing armor, you gain a +1 bonus to AC.
 * Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 * Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 * Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 * Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


 * Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
 * Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Honor Archetypes
Upon reaching 3rd level, choose an archetype that you want to be emulating in combat techniques. Choose either Shogun, Iaijutsu Master, or Kyūdō, each detailed at the end of the class description. The archetype you pick grants you features at 3rd level, and again at 7th, 10th, 14th, and 18th level.

Ability Score Increase
Upon reaching 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Extra Attack
Upon reaching 5th level, when you take the attack action, you may attack an additional time.

Precise Strike
Beginning at the 13th level, your attacks count as critical hits when you roll a 19 or 20 on the d20.

Heightened Reflexes
Upon reaching the 17th level, your reflexes in battle are unmatched. When rolling initiative you may reroll if you rolled below a 10 on the d20 but you must take the second roll.

Rōnin
Upon reaching the 20th level, you call no one master. You gain abilities according to your archetype.

Shogun

 * Conqueror's Rights. As an action you are able to invoke one of your stances in your allies once per turn, except Kami's or Void stance. They gain the abilities of the stance until the start of your next turn. You also no longer suffer from drawbacks upon leaving stances or All Activate and are now able to Multi stance Void Stance with other stances but no more than 1 other stance.
 * Warlord's Menace. The first time a creature is hit by one your attacks, they must make a Constitution saving throw DC= 10+STR+CHA or become frightened of you for 1 minute. Any creature that fails can make the saving throw again at the end of each of its turns.
 * Shogun's Benevolence. As an action, you may grant up to 2 allies of your choice, within line of sight, the effect of your Supreme Meditation as temporary hit points. Roll your Hit Dice and split up the total if you chose more than one ally. You can use this ability once per long rest.

Laijutsu Master

 * Master of The Blade. Your attacks involving a sword gain +4 to damage as well as the ability to dual wield without losing other ability perks. You gain the abilities "Blade with no Equal" and "Five Rings of the Dragon Deity"


 * Blade with no Equal. Your attacks are able to cut through any material, immunities and barriers created from magical or divine means. Upon rolling a 1 you may choose to revoke your attack and sheath your blade in preparation for a guaranteed hit next turn on any enemy of your choice within range of your Strike From The Void (this does not use one of its charges). If the target is flying they are sent plummeting to the ground where you are able to make an opportunity attack against it with double your proficiency.
 * Five Rings of the Dragon Deity. Your movement is now 65. If you make an Acrobatics check and roll under 10 on the d20, you can reroll the dice but must take the second roll. Falling from great heights does not injure you. You gain resistance towards Bludgeoning, Piercing and Slashing damage. As an action, you are able to make a Flying Strike against a single target, adding 1d6 weapon damage for every 5ft you move towards it. If the Flying Strike lands critical you roll a d20 and if you roll an odd number the target loses a limb of your choice, if you roll an even number the target is left Paralyzed for 1 turn. The Flying Strike can only be used 5 times per long rest.

Kyudo

 * Zanshin. Whenever you land an attack with a bow you gain a Zen stack. Whenever a bow attack lands you can choose to apply one of the following effects: Tōteki, Kanteki, Zaiteki. Your Zen stack resets to zero once you use an effect, at the end of combat or if you fall unconscious.
 * Tōteki. The target takes an additional xd8, x=Zen stack.
 * Kanteki. The target is pierced and they are slowed by xft. x=Zen stack x 5. If the amount the target is slowed by exceeds their movement speed, they must succeed on a Strength saving throw (DC= 14 + your Zen stack) or have their movement speed become 0 for 1 minute. They can remake the saving throw at the beginning of their turn to end the effect early.
 * Zaiteki. You may make a number of additional attacks equal to your Zen stack against the target. These attacks are made normally but do not gain benefits from any of your abilities and do not add to your Zen stack.

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