Fighter
Base Class: Fighter

The Samurai is a fighter who draws on the elements and ancestors to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

 

Courtesy of Boredslide 

Iaijutsu

Starting at 3rd level, your study of the otherworldly swordsmanship of the Samurai of Kumo no Su, takes flight. As a bonus action on your turn, you may sheathe your sword to perform an Iaijutsu slash. As an attack action the Samurai may unsheathe his sword in a brilliant maneuver to strike his foe with a lightning fast attack. If you successfully hit your opponent, you deal an additional 1d6 of damage. This increases by an additional 1d6 at 5th and every two levels after that to a maximum of +9d6 at level 19. Iaijutsu is always performed as those wielding the blade in one hand.

If the samurai starts combat sheathed, he may perform Iaijutsu without using the bonus action to sheath his weapon.

Iaijutsu may only hit a target once during combat. The target is then aware of the strike and is immune to it for the rest of the day.

You may use Elemental Sheath as part of an Iaijutsu strike.

Elemental Sheath

Starting at 7th level, an ancestral bloodline of Kumo no su bestows upon you an elemental sheath, passed down from generation to generation. You may change the element of your sheath by performing a ritual at dawn and communing with the proper spirits. You can do this an amount of times per day equal to your proficiency modifier.

Earth: The craggy rocks of this sheath allow you to act more defensively and harden your body to even the toughest blows. When unsheathing your blade you are emboldened by spirits of Earth and gain the following benefits: - Your AC is increased by +2 until the start of your next turn, you may use a reaction to raise this bonus up to +4. You may do this after the roll, but before the DM tells you whether the attack hits or misses.

Fire: The flaming lashes of this sheath allow you to harness the raw power of fire and embolden yourself and blade to reach beyond your limits. When unsheathing your blade you are emboldened by spirits of Fire and gain the following benefits: - You gain advantage on attack rolls until the beginning of your next turn and your successful attacks lash out to nearby enemies, striking them for damage equal to your DEX modifier.

Water: The roaring oceans of this sheath allow you to harness the crashing waves and soothing waters of the ocean, to dance a beautiful and violent waltz. When unsheathing your blade you are emboldened by spirits of Water and gain the following benefits: - Until the start of your next turn, whenever a melee attack misses you, you may use your reaction to make an attack against the creature that missed you, with their own weapon. If this reaction is a successful hit, that target may be pushed up to 10 ft away.

Wind: A roaring gale encircles your sheath and howls with the ferocious rage of the harshest winds. When unsheathing your blade you are emboldened by spirits of Wind and gain the following benefits: - Your movement speed is increased by 15 ft until the end of your turn. This additional swiftness grants you a +4 bonus to your AC against any attacks of opportunity. Additionally, the first attack you make this round can be at range, this attack uses your melee attack roll and benefits from the same bonuses.

The Same Trick Twice

At 10th level, once per day, you may make an additional Iaijutsu slash on a target that has already been the target of your Iaijutsu slash. The bonus damage of this slash acts as if you were at your previous Iaijutsu dice bonus.

The Dance of the Elements

At 15th level, your Elemental Sheath takes on new properties and grants you new ways to harness it. All sheath bonuses now last until the end of your next turn.

Earth: While your blade is drawn from the Earth, if you are subjected to a Dexterity saving throw to take only half damage, you can use your reaction to spur the Earth, so that you take no damage on a success and only half damage on a failed saving throw.

Fire: While your blade is drawn in the heat of Fire, you may instead have the flaming lashes descend on your primary target allowing you to and additional 2d6 of Fire damage on a successful hit.

Water: When your blade is drawn from the roaring seas of Water, when you use your reaction to make the attack against the missing creature with their own weapon, you can forego the push to instead make an attack against them with your melee weapon, the may move them in any cardinal direction 10 feet away from you. If they collide with an object, they take an additional 1d6 damage from the collision and if they collide with a creature of the same size or smaller, they push that creature back and occupy it’s square.

Wind: When your blade is drawn from the hurricane of Wind, if a creature makes an attack of opportunity against you, you may have all allies within 5ft of the target, make an attack of opportunity against them.

Tatakae

Starting at 18th level, your will to fight is greater than any other warrior on the battlefield. If you are reduced to 0 hit points, instead of going unconscious you instead momentarily become fully imbued with the element of your sheath until the end of your next turn.

Earth: You become a Paragon of Earth, with your final moments you may summon slabs of Earth under every opponent within 5ft of you can slam them with them. This deals 2d10 bludgeoning damage to every target hit and they must succeed on a Constitution saving throw equal to your save DC or be stunned until the end of their next turn.

Fire: You become a Paragon of Flame, with your final moments you lash out in molten fury, your rage is explosive and deals 4d6 fire damage to all enemies in a 20 foot circle around you. These enemies must succeed on a Strength saving throw or be knocked Prone by the sheer power of the blast.

Water: You become a Paragon of Water, with your final moments, you descend into a whirlpool made by your blade. All enemies within 10 feet of you are sucked down into the whirlpool and suffer 2d12 psychic from the horrors of being drowned. These enemies must succeed on a Wisdom saving throw or be Frightened by the horrors of the Deep Sea.

Wind: You become a Paragon of Wind, with your final moments, you turn into a violent tornado lashing out at everything in your path. All enemies within 10 feet of you are violently lifted into the air and slammed back down with tremendous force. These enemies suffer 3d8 bludgeoning damage and must succeed on a Dexterity saving throw or drop anything they are holding and be Winded, due to the sheer force exerted on their bodies.

After your final moment, you are still knocked unconscious and the sheer magnitude of what your body goes through gives you one level of exhaustion. You can benefit from Tatakae more than once per day, if you choose to Tatakae a second time before a long rest, the result is death

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