Sengoku Samurai (5e Subclass)

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Sengoku Samurai

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Fighter Subclass

Samurai: The Samurai is a fighter who draws on his inner reserve of Ki to perform incredible feats in combat, whether splitting helmets in half or trees with one strike of his Katana, Shattering large statues and Boulders using a Kanabo, Leaping across the sky with a Naginata and then Impaling any foe in his path and even dancing a deadly sword dance with twin Wakisashi. The Samurai from the Sengoku Jidai are much more ruthless and pragmatic compared to later periods of idealization and poetry. Still though they are either Chaotic Ronin sell swords and pirates or they are law abiding professional soldiers of their Daiymo and Shoguns.

Samurai who practice Bushido are considered "good" samurai and loyal to their Daiymos and Shoguns. These are eight virtues; Self Control, Loyalty, Honor, Honesty, Politeness, Benevolence, Courage and Justice. So the Samurai must control his urges to gossip, lust, eat, drink and be lazy. The Samurai must strongly value his loyalty to those above and below his station and be honest with them and act honorably. The Samurai must pratice benevolence to the impoverished, the disabled and the foreign but he also must have know when to strike the wicked down with justice and have the courage to even strike down the truly rich and powerful who pay his him gold coins when they have become grossly incompetence, treacherousness or corruption. He must have the courage to slaughter his own brothers and fathers if they have become wicked and corrupt.



I.) Martial Ki: Starting at 3rd level, The Samurai receives Ki points equal to his level and the Ki pool is replenished with a short or long rest. Ki points can be spent to activate different powers based on the Weapon's special abilities. The abilities learned at this level are basic and can be performed with any weapon. 1-2 ki each ability.

Sweeping Kick: Attack vs Ac 1d6+Str bludgeon damage and enemy must make a Strength saving throw or is knocked prone. 1 Ki.

Pushing Blow: Attack vs Ac 1d6+Str one enemy in direct contact and enemy is pushed back 15 feet on failed Strength Save.(Maximized with Polearm) 1 Ki.

Ki Shout: in immediate area in front of Samurai. Attack vs Wisdom save: all affected enemies are focused on Samurai but are afraid.

2Ki Counter Charge: Reaction, provoked by any enemy performing a Charge or Flyby Attack Adjacent to Samurai or towards Samurai. If Samurai does not attack his turn he can instead perform a number of counter charges equal to his number of attacks during his reaction. Threatens Critical on a roll from 18*-20 and deals one extra weapon damage dice on hit and on crit. (*15-20 if using a Naginata or Yari)

2Ki Counter Attack: perform a counter attack as a reaction to being attacked can only be performed equal to number of total attacks Samurai can perform a turn. (Maximized with Two Weapon Fighting) can only be used if Samurai did not perform attacks during his turn.

Cleaving Blades: After hitting one opponent with a slashing attack, roll attack again to hit adjacent opponent. (Maximized with Two Weapon Fighting).

2Ki: Honorable Guardian: Can only perform basic Attacks but gain +3 to AC and gain resistance to Slashing, Piercing and Bludgeoning till the beginning of Your next turn.

2Ki: Elemental Ki: add 1d6 Fire, Lightning, Cold, Poison or Acid Damage to a basic attack.

  • Maximized: weapons gain all manner of benefits. Two weapon fighting allows for both weapons to perform ability. Great Weapon Fighting allows to push multiple foes in close burst and triple critical threat range 14-20.

II.) Advanced Technique: Starting at 5th level, The Samurai is capable of harnessing Ki to harness truly remarkable melee abilities but are very Weapon Specific.

Ijiatsu Strike (Great Weapon Fighting-e.g. One two handed sword or Pole arm only -e.g.No-Dachi/Katana) for every 2 ki spent deal an extra +1d6 damage on an attack (Almost identical to rogue sneak attack).

Saber Dance (Two Weapon Fighting-Two Swords only e.g. Two Wakisashis) for every 4 ki use on basic attack to perform a Whirlwind Attack (Identical to Ranger's).

Mountain Breaker (Great Weapon Fighting-One two handed bludgeoning weapon e.g. Kanabo) for every 3 Ki deal an extra +1d6 but even if the attack fails against armor class or damage resistance it still deals exactly half damage regardless. Enemy must roll Constitution check (Dc. 8+Str+[(Ki Spent)/3]) or are dazed.

Heavenly Lancer (Great Weapon Fighting- Polearms only e.g. Yari spear or Naginata) Samurai moves at three times his total speed in any direction (even directly up) and is considered flying but for only for this action. Any foe in his way suffers an Automatic attack which threatens a critical on a roll higher than 11. This attack deals an extra damage dice if riding a mount. The Ability costs 4 Ki and each additional enemy strucks costs 2 additional Ki.

III.) Daisho Mastery: At 10th level Samurai has a greater mastery Great Weapon Fighting and Two Weapon Fighting. Great Weapon Fighting: Add double strength modifier to all Damage rolls. Two Weapon Fighting: Reroll all 1s and 2s on Damage rolls even if reroll is a 1 or a 2.


IV.) Diamond Soul: Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.


V.) Perfect Soul: At 18th level, when you have no ki points remaining, you regain 4 modifier ki points. If Samurai does not use any Attacks for a round he will regain same amount Ki.



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