Debilitating Aura: All enemies within 10 feet take a -1 penalty to Armor Class.
Deadly Touch: The Samuraican cause wounds with a successful touch. Each day, he can deal 16 points of damage. An opponent subjected to this attack halves this damage with a successful DC 16 Wisdom save. Alternatively, he can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This ability otherwise functions identically to the paladin's lay on hands ability.
Mortal Hunting: This ability functions like the ranger's favored class ability except that it applies to all creatures other than constructs, fey, outsiders, and undead.
Smite Mortal: Once per day, the Samurai may make a special melee attack as a standard action. Against a mortal (see mortal hunting, above), he gains a +2 bonus on the attack roll and +5 points of damage on the weapon damage roll. If he accidentally uses this ability against a nonmortal, the smite had no effect but is still used up for the day.
Detect Mortals: As the detect undead spell, except it detects mortals (see mortal hunting), at will.
Spellcasting. The Samurai knows a few spells to help him in his hunt. Spellcasting ability is CHA (spell save DC 17)
The Samurai has the following Mortal Hunter spells prepared:
Cantrips (at will): Detect Mortal
2nd level (2 slots): Hold Person, Command
Multiattack. Samurai makes two attacks
Black Blade Katana. Melee Weapon Attack:
The aura of this blade deals an additional 1d10 necrotic damage on a hit
This weapon grants a +1 bonus to attack and damage rolls
This weapon has the finesse property
Blood Bond: The armor is bound to the wielder's life force. Once per day, the wearer can use an action to regain hit points equal to 2d10 + their fighter level. This ability can be used again after a long rest
Description
Armor Stats:
- Armor Class: 15 + Dexterity modifier (Max 2)
- Weight: 20 Ibs
- Properties: Medium Armor, Stealth Disadvantage
Special Traits:
- Blood Resilience: While wearing the Bloodbound Samurai Armor, the wielder gains resistance to necrotic damage
- Vengeful Strike: When the wearer is reduced to half their hit points or less, they gain a +1 bonus to attack and damage rolls until the end of their next turn
- Blood Bond: The armor is bound to the wielder's life force. Once per day, the wearer can use an action to regain hit points equal to 2d10 + their figterlevel. This ability can be used again after a long rest
Cursed Traits:
- Insidious Whispers: The armor occasionally whispers the names of those it has protected, distracting the wearer. The wearer must succeed on a DC 12 Wisdom saving throw at the start of each long rest or suffer a nightmare and gain one level of exhaustion until the next short rest







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