Santoryu (5e Subclass)
Santoryu (3 Katana Style)
Fighter Subclass
Santoryu is a style of sword fighting where the practitioner wields three Katana; one in each hand and one in the mouth.There are many different techniques for this sword style, including high speed attacks ("Shishi Sonson"), direct hit attacks ("Oni Giri") and compressed air projectile attacks ("Hyaku Hachi Pound Ho"). Roronoa Zoro is the world-famous swordsman of the Straw Hat Pirates who created this style.
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Roronoa Zoro by MyCKs |
Class Features
As a Santoryu you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Santoryu level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Santoryu level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: No
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Animal Handling, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a chain mail or (b) or b leather armor and longbow of 20 arrows
- (a) A Martial Wapon and a shield or (b) Two Martial Wapon
- (a) a light crossbow and a quiver of 20 bolts or (b) two handaxe
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Second Wind |
2nd | +2 | Action Surge |
3rd | +2 | Katana Style Ittoryu, Nitoryu,Santoryu |
4th | +2 | Ability Score Improvement, Ability Score Improvement |
5th | +3 | Extra Attack, Katana Style Ittoryu, Nitoryu,Santoryu |
6th | +3 | Ability Score Improvement |
7th | +3 | Oni Giri, Kenbunshoku Haki |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | Indomitable |
10th | +4 | Nigorizake |
11th | +4 | Extra Attack x2, Katana Style Ittoryu, Nitoryu,Santoryu |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | Indomitable x2 |
14th | +5 | Ability Score Improvement |
15th | +5 | Tatsu Maki Santoryu |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | Action Surge x2, indomitable x3 |
18th | +6 | Kiki Kyuutouryuu Ashura |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | Extra Attack x3 |
Katana Style Ittoryu, Nitoryu,Santoryu:
At level 3, your technique with longswords and katanas far exceeds that of a normal fighter. Your attacks with one-handed weapons that deal slashing damage inflict extra slashing damage. This additional damage is equal 1d4 at level 3, 2d4 at level 5, 3d4 at level 10 and 3d6 at level 15. (You cannot use this feature if you hold the katana in 2 hands)
Busoshoku Haki:
At Level 3 The power of your Haki allows you to forget about your armor, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.
Three sword style
You can wield three weapons at once as long they don't have the heavy feature. Wielding all three weapons gives you advangtage on Charisma(Intimidation) checks and +2 ac.
You cant talk using three weapons at once.
Kenbunshoku Haki:
At level 7,You have trained your vision so much that it allows you to see a little into the future. As a passive you gain advantage on perception rolls and a +5 on your passive perception. However, your self-confidence is so high that you do not care where you go, you gain disadvantage in survival rolls to orient yourself
Oni Giri:
At level 7, Your Katana Cuts Are So Deadly They Could Cut Even the Toughest Armor, your weapon attacks score a critical hit on a roll of 18 - 20.
Iai Strike
At level 7, you have learned to cut through anything. 3 times per short rest, whenever you use the Attack action, your melee weapon attacks have advantage until the end of your turn. The number of uses increases when you reach certain levels in this class, increasing to 4 at level 10, 5 at level 15 and 6 at level 18.
Nigorizake:
At Level 10 You can make your strength Break the barrier of your limits making you even more powerful, Once per turn you can make your katana cut have a +2 on attack and damage rolls. The trait can be used after you roll. (You can use this trait a number of times equal to your strength modifier and recovers after a long or short Rest)
Tatsu Maki Santoryu:
At level 15, your melee attacks have reached a point where they can slice through and create wind. As an action you can generate a tornado with your katanas that forces all creatures in a 30-ft cone 15 ft away from you. They must then make a Strength saving throw (DC = 10 + Str modifier + Wis modifier). On a failed save, they are pushed an additional 15 ft and take 15d6 slashing damage. On a Successful saving throw they, aren’t pushed the additional 15 ft and take half the damage.
Kiki Kyuutouryuu Ashura:
At level 18 as an action, you can create an illusion that resembles a nine-armed demon. The illusion lasts 5 Rounds, or until you end it early as a bonus action. During the time the illusion is manifested, all your attacks that hit are treated as critical hits and you can add your Wisdom modifier to all damage rolls. If you roll a natural 20 your damage is tripled. This ability can be used twice per long rest.
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