Base Class: Fighter
A Drunken Samurai is a warrior who blends masterful swordplay with erratic, unpredictable movements, channeling their intoxicated state into devastating strikes. They wield their katana with both grace and reckless abandon, incorporating sake-infused techniques that enhance their lethality. This subclass harnesses wind-cutting strikes, sake-powered counters, and overwhelming finishing blows, embodying the spirit of a wandering swordsman who fights with both skill and revelry.
Jug Strike Counter
When a creature hits you with a melee attack, you can use your reaction to bash them with your sake jug. The attacker must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 1d8 bludgeoning damage and are knocked prone.
Drunken Footwork
While not wearing heavy armor, you gain advantage on checks and saving throws to resist being grappled, restrained, or knocked prone.
Intoxicated Fortitude
If you consume alcohol during a short or long rest, you gain temporary hit points equal to your Fighter level + your Constitution modifier. Additionally, while intoxicated (DM’s discretion), you have advantage on saving throws against being frightened or charmed.
Gale Blade Slash
Your swings are so powerful that they whip up razor-sharp wind, turning your slashes into ranged attacks.
As an action, you can swing your weapon in a wide arc, sending a blade of cutting wind flying toward an enemy within 30 feet. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they take damage equal to your equipped weapon’s damage.
You can use this feature a number of times equal to your Strength modifier (minimum of once) per long rest.
Crescent Sky Cleave
With a leaping spin, you unleash a massive upward slash that sends foes skyward.
As an action, you make a single powerful upward strike. Choose a creature within 5 feet and make a melee weapon attack. On a hit, the target takes additional damage equal to your Fighter level and must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be launched 10 feet into the air and knocked prone.
If this attack lands as an opportunity attack, you can make the target automatically fail their save.
Thunderclap Slash & Tempest Breaker
Your attacks now carry immense weight, causing shockwaves with every swing.
Thunderclap Slash: When you hit a creature with a melee weapon attack, you can choose to empower the strike with immense force. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of your next turn. You can use this feature once per short or long rest.
Tempest Breaker: As an action, you unleash a three-step attack. Make three melee weapon attacks against a single target. If all three attacks hit, the final strike sends a shockwave that forces all creatures within 10 feet of your target to make a Dexterity saving throw (same DC) or fall prone.
Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Blazing Fourfold Reckoning
You unleash a four-strike sequence, culminating in an explosive finishing blow.
As an action, make four melee weapon attacks with your main weapon, each targeting the same creature. If at least two of these attacks hit, the final strike erupts with burning energy, forcing the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they take an additional 6d10 force damage and are knocked prone.
You can use this ability twice per long rest.
Previous Versions
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7/10/2025 2:27:21 PM
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13
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11
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Supah0.1
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Coming Soon
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