Fighter
Base Class: Fighter

Few warriors are more dedicated to honor and the code of the warrior than the samurai. Trained from an early age in the art of war and sworn to the service of a lord, the samurai holds a position of power and respect in many lands, often serving as the voice and justice of the local noble. The samurai takes on his training with zeal, learning the way of the blade (typically a katana), the bow, and the horse. Some even learn how to effectively use firearms, if they are available. The samurai is often the most trusted soldier in his lord's employ. In him, the common folk see honor and sacrifice. He is an honorable warrior, dedicated to the realm and the leaders that guide it.

 

Samurai start with a Banner. This is a parchment, cloth, or metal engraved item that holds no weight and bears the insignia of your lord. This must be at least 2 feet wide by 3 feet long.

Challenge

A samurai can challenge a foe to combat. As a bonus action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per long rest at 3rd level, plus one additional time per long rest at 7th, 10th, 15th, and 18th levels, to a maximum of five times per day at 18th level.

Challenging a foe requires much of the samurai's concentration. The samurai gets a –2 to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Resolve

Starting at 3rd level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per long rest at 3rd level, plus one additional time per day for every two fighter levels beyond 3rd. Whenever the samurai defeats the target of his challenge, he regains one use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the DM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined.

As a standard action, the samurai can spend one use of his resolve to remove remove one level of exhaustion or remove the frightened condition from themselves. If the samurai is at least 7th level, he can alternatively regain 1 hit die. 


Resolute.

Whenever the samurai is required to make a Constitution or Wisdom save, he can spend one use of his resolve as a reaction to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.


Unstoppable.

When the samurai is reduced to fewer than 0 hit points but not slain, they can spend one use of their resolve as an immediate action to instantly stabilize and remain conscious. They gain 1 level of exhaustion. They fall unconscious if they take additional damage from any source.

At 7th level, a samurai's banner becomes a symbol of inspiration to his allies and companions. As long as the samurai's banner is clearly visible, all allies within 60 feet receive a bonus equal to your strength on saving throws against being frightened and on attack rolls. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least 2 feet wide and 3 feet long or larger and must be carried or displayed by the samurai or his mount to function.

Greater Resolve

At 7th level, a samurai can spend his resolve to negate some of his most grievous wounds. After a critical hit is confirmed against him, the samurai can spend one use of his resolve as an immediate action to treat that critical hit as a normal hit. Abilities that only trigger on a critical hit do not trigger when the samurai uses this ability.

Demanding Challenge.

At 10th level, whenever a samurai declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the samurai, it get –2 to its AC on attacks made by anyone other than the samurai.

Honorable Stand

At 10th level, a samurai can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per short or long rest at 10th level, plus one additional time per day at 18th level. Declaring an honorable stand is a bonus action. While making an honorable stand, the samurai is immune to the frightened, paralyzed, and stunned conditions. He does not fall unconscious while his hit point total is below 0. Finally, whenever a samurai making an honorable stand must make a saving throw, he can spend one use of his resolve to reroll the saving throw after the first roll is made. He must take the result of the second roll, even if it is worse. If a samurai making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours.

Greater Banner

At 15th level, a samurai's banner becomes a rallying call to his allies. All friendly creatures within 60 feet receive a your bonus to their saving throws equal to your Level against being charmed. In addition, while his banner is displayed, the samurai can spend a action to wave the banner through the air, granting all friendly creatures within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. A creature cannot benefit from this ability more than once per day.

True Resolve

At 15th level, a samurai can spend uses of his resolve to avoid death. If he has at least two uses of his resolve remaining, he can spend all of the uses of his resolve that he has available to him to avoid death by damage. Regardless of the source of the attack that would have killed him, he is left alive, at 1 hit point unconscious, and stable.

Last Stand

At 18th level, a samurai can make a last stand once per day whenever he makes a challenge. While this challenge is in effect, all melee and ranged weapons deal the minimum amount of damage to the samurai, unless the attack scored is a critical hit. In addition, the samurai remains conscious while he is below 0 hit points. While using this ability, the samurai cannot be killed by melee or ranged weapons unless they are wielded by the target of his challenge. Attacks made by opponents that are not the target of his challenge deal no damage when samurai has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect him normally and can kill him (although they do not cause him to fall unconscious or to become unstable if they reduce his hit points below 0). This effect lasts until the challenge ends or the samurai takes an offensive action against a target other than the target of his challenge.

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2019 1:48:56 PM
29
2
A
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes