Base Class: Fighter
Ghostblade Samurai are warriors who blend precise martial prowess with mythic fear. They draw strength from clarity of purpose, delivering swift justice while blurring the line between legend and reality. Feared as phantoms and revered as protectors, Ghostblade Samurai strike from the silence with haunting elegance, honoring a strict code of conduct that governs their every move.
Upon choosing this subclass, the Ghostblade follows a silent code. Consistent violations may result in temporary loss of subclass features until atonement is made, at the DM's discretion.
1. Strike Only With Purpose. Do not harm the helpless. Do not attack non-hostile creatures without cause.
2. Face Your Foes With Clarity. Do not ambush worthy opponents from full concealment unless outnumbered or outmatched.
3. Balance Honor and Shadow. Use fear and stealth only in service of protection or justice. Do not commit cruelty.
4. Show Restraint in Victory. Do not revel in slaughter or finish helpless enemies with signature techniques.
Level 3: Standoff
When you roll initiative or reduce a creature to 0 hit points, you can use your reaction to challenge a creature within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
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While frightened, you have advantage on melee weapon attacks against the creature.
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The first time you hit it, you deal extra damage equal to your Fighter level.
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You can move up to 10 feet without provoking opportunity attacks after hitting.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 7: Blade Focus
When you miss a melee weapon attack, you can immediately reroll it with disadvantage. If it hits, the attack deals an extra 1d6 weapon damage.
You can use this once per turn.
Dual Precision
If you hit with two melee weapon attacks on your turn, you gain temporary hit points equal to your Wisdom modifier + half your Fighter level (minimum of 1).
Level 10: Vanish In Smoke
As a bonus action, you can blur your form like a wisp of smoke. Until the start of your next turn:
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You are heavily obscured to one creature of your choice within 30 feet (the creature must succeed on a Wisdom saving throw to target you).
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Your next melee weapon attack has advantage and deals an additional 2d6 psychic damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 15: Ghost Terror
When you reduce a creature to 0 hit points with a melee weapon attack, you can unleash your terrifying presence:
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Any number of creatures within 10 feet of the fallen target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened until the end of their next turn.
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While frightened, your first melee weapon attack against them each turn deals an additional 2d8 psychic damage.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Level 18: Heavenly Strike
Once per long rest, you can unleash a flawless, legendary attack. When you take the Attack action, you may instead perform a Heavenly Strike:
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Choose a creature within 30 feet. You move in a straight line to it, ignoring opportunity attacks and difficult terrain.
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Make one melee weapon attack. It automatically hits, is a critical hit, and deals an extra 3d10 radiant damage.
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The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be stunned until the start of your next turn.
Previous Versions
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