Base Class: Fighter
We all know how lackluster the Samurai is as written. So I'm sure if you are reading this, you are looking for a fun and reasonably balanced samurai subclass to play. I hope this is something that is able to fit that bill for you. The idea behind this cursed build is to use your own vitality to fuel your stronger attacks, which will be mostly geared toward a quick draw style of attacks. As part of trying to be a bit more balanced and not so overly powered, I have not considered the free action aspect as part of the quick draw style (think Ruroni Kenshin-ish or "Iai" if you are more familiar with that term). Instead I personally will be using the bonus action as a set up for the draw attack, so that its something that has to be a little more planned out. At least I hope so, we shall see as I play-test it myself. So as I write a bit more, please be aware of that. With all that out of the way, lets begin.
However you came about your cursed power, it has become a powerful tool for you. When the need arises, the curse provides the you with great power, but at the cost of the your own vitality.
Beginning at level 3 when you choose this subclass, you may begin to use Quick Draw Techniques. Quick Draw can only be used with a singular Katana or dual wielded Wakizashis. In order to use a quick draw technique, your sword(s) must be sheathed. Your sword(s) may be sheathed on your turn as a bonus action. Attacks made from a sheathed state deal 2d(X) slashing damage, where (X) is the normal attack dice for that weapon. Any attacks made with a drawn sword are calculated normally. Damage type is based off of sword type respectively, Katanas being equal to the Longsword class and Wakizashis being equal to Shortsword class. Each Quick Draw attack deals 1d6 damage to yourself.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Focused Intent
At level 3, you are able to use your bonus action to activate the curse to allow you a greater chance to hit your opponent. The curse allows you to hone your concentration on a target so greatly that you gain +(X) to hit on attack rolls made against them while you maintain concentration. “X” is equal to the amount of damage taken from the curse’s effect divided by 2. Attack rolls against target can not be made at disadvantage while concentrating. As a bonus action you may refocus your attention on a new target that round, only if the previous target is slain. If you lose concentration, the taxation on your mind causes your next round of attacks to be made at disadvantage. Starting at level 10, your mental acuity has sharpened and is no longer affected if concentration is broken.
Curse cost starting at level 3 = 2d4
Curse cost starting at level 10 = 2d8
Cursed Lighting
At level 7, your curse has grown and allows you to surpass yourself even further. Once per turn, you can expend your action and bonus action to unleash a Quick Draw attack against all creatures within a 15’ radius (half circle) in front of you. Your attack happens so quickly, it is as though a bolt lighting struck the ground in front of you. Creatures (friend and foe alike) hit must make a saving throw versus your own constitution save and you choose one of the following effects: creatures struck take 5d8 lighting damage (half as much on a save) or creatures struck take 2d6 lightning damage and attack with disadvantage for two rounds (1 round on a save). Because of the quickness of the strike and the stress it puts on the body, you take one level of exhaustion with each use. At level 14, your rigorous training has allowed you to no longer be exhausted with the use of this feature. This attack deals 2d8 damage to yourself.
Drawn Essecne
Beginning at level 7 you are now able to restore a portion of your health from an enemy you just slayed. Upon their defeat, you restore 1d8 health. This amount increases as you acquire higher levels. At level 10 it increases to 2d8, at level 14 it increases to 3d8, and at level 18 it increases to 4d8.
Improved Draw Attacks
Beginning at level 10, you have delved into greater depths of the curse which you are afflicted with. Not only are your Draw attacks stronger, but require more health to occur. When using a Katana, your draw attacks now deal an additional 1d8 damage at cost of 3d6 of your own vitality. When using dual Wakizashis, your draw attacks now deal an additional 1d6 damage at the cost of 2d6 of your own vitality.
Dark Presence
Beginning at level 15, the cures that afflicts you has grown even stronger, your eyes now reflect the darkness that gnaws at your soul. Twice per day as a reaction, your cursed glare can impose disadvantage or negate advantage on all attacks made against you from a single enemy in a single round. The curse cost of this ability is 2d6 of your own vitality.
The Cursed Samurai
All Quick Draw attacks now gain an additional 1d(X) damage, (X) being the normal damage for the chosen weapon. Draw attacks do no incur any more curse cost increase, but must still be paid at the previous level's cost. Disadvantage can not be imposed on any of your attacks. At a curse cost of 5d8, all of your attacks that round are made with advantage and deal maximum damage.
Previous Versions
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8/2/2019 7:20:53 PM
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1.0
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Coming Soon
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Posted Mar 30, 2020So I did my own rendition of your subclass https://www.dndbeyond.com/subclasses/415251-muramasas-cursed-samurai I think it improves the wording and overall balance that this had issues with would love feedback.