Elemental Samurai (5e Class)
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Creating a
- Quick Build
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Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: All Armor
Weapons: Martial and Simple Weapons
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Martial Weapon and a Shield or (b) Two Martial Weapons
Level | Proficiency Bonus | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Saiketsu, Energy Boost | — | — | — | — | — |
2nd | +2 | Cry of the Warrior, Saiketsu Fighting Style | 2 | — | — | — | — |
3rd | +2 | Elemental Archetype | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | — | 4 | 2 | — | — | — |
6th | +3 | — | 4 | 2 | — | — | — |
7th | +3 | — | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | — | 4 | 3 | 2 | — | — |
11th | +4 | — | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | — | 4 | 3 | 3 | 3 | 2 |
Saiketsu
You are granted a mystical katana, which is a one-handed weapon with the versatile property. The weapon's name is Saiketsu. This weapon cannot be destroyed by normal means. It cannot be wielded by anyone other than the user. If someone aside from the wielder attempts to wield the katana, it takes 4d10 force damage and is forced to drop it. It deals 1d10 damage of the type chosen from Energy Boost. When the katana is not in your hand, you can call its name and it will return to you, as long as it is within one mile of you.
Energy Boost
You can select one type of damage. You gain a bonus to damage rolls equal to your proficiency bonus when you deal damage of the type you selected. You can change the type of damage at will an amount times equal to your proficiency bonus. After that, you may change it by rolling a 1d10. You must accept the new type of damage and can only change it by rolling 1d10 per hour. You may choose to change the damage type again after a short rest.
- 1: Fire
- 2: Force
- 3: Cold
- 4: Lightning
- 5: Poison
- 6: Radiant
- 7: Thunder
- 8: Necrotic
- 9: Acid
- 10: Psychic
Cry of the Warrior
At level 2, you know the cantrip Warrior's Shout.
Warrior's Shout: You can target one creature within 60 feet. The target must pass a Charisma saving throw contested against your DC or become frightened until the end of its next turn.
Saiketsu Fighting Style
You can choose one style of fighting for Saiketsu. Depending on the style, you are granted a bonus.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Saiketsu grows in size, and its range becomes 10 feet.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Saiketsu splits in two, smaller Saiketsus and can be combined back into one at will. When split into two, each Saiketsu deals 1d4.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Saiketsu also gains +2 to attack rolls.
Elemental Style
You may choose the Path of Radiance, the Path of Blood, or the Path of Peace as your archetype. You gain features at level 3, again at level 7, once more at level 11, and a final one at level 15.
Path of Radiance
- Elemental Strike
You can make a ranged spell attack and command Saiketsu to fly into an enemy and deal 3d6 damage, with the damage type determined by Saiketsu's current elemental proficiency. You add Saiketsu's elemental proficiency bonus to the damage roll. Alternatively, you can use this as a spell that activates when you make a melee attack against a creature. When you do, you deal the same damage as if it was a ranged attack, but you also add Saiketsu's melee weapon attack damage to the hit.
- Improved Strike
You can now add a second proficiency to Saiketsu.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
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- 2nd Level
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- 3rd Level
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- 4th Level
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- 5th Level
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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