Etheral Samurai (5e Class)

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<!-Introduction Leader->


Creating a Etheral Samurai


Quick Build

You can make an Etheral Samurai quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the <!-background name-> background. Third, choose the Katana and the Tantō. Look in the homebrew 5e weapons to find the weapons listed below.

Class Features

As a Etheral Samurai you gain the following class features.

Hit Points

Hit Dice: 1d10 per Etheral Samurai level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Etheral Samurai level after 1st

Proficiencies

Armor: Shields
Weapons: Simple and Martial
Tools: Smith's Tools
Saving Throws: Wisdom and Constitution
Skills: Choose 2 from Athletics, Acrobatics, Insight, Perception and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's Pack or (b) Diplomat's Pack or (c) Scholar's Pack
  • (a) Katana or (b) Tachi or (c) Naginata or (d) Kusarigama
  • (a) Wakizashi or (b) Tantō
  • (a) Wakizashi or (b) Yumi and 20 Arrows

Table: The Etheral Samurai

LevelProficiency
Bonus
FeaturesEthereal DamageCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2Choose Subclass, Subclass Feature, Basic spellcasting1
2nd+2Fighting Style1
3rd+2Seppuku, Subclass Feature1d412
4th+2Ability Score Improvement, 1d413
5th+3Ethereal Spellcasting1d423
6th+3<!-Class Feature6->1d623
7th+3, Subclass Feature1d6242
8th+3Ability Score Improvement, <!-Class Feature8->1d6242
9th+4<!-Class Feature9->1d8342
10th+4<!-Class Feature10->1d8343
11th+4, Subclass Feature1d8343
12th+4Ability Score Improvement, <!-Class Feature12->1d10343
13th+5<!-Class Feature13->1d104432
14th+5<!-Class Feature14->1d104432
15th+5, Subclass Feature1d124432
16th+5Ability Score Improvement, <!-Class Feature16->1d124433
17th+6<!-Class Feature17->1d125433
18th+6<!-Class Feature18->2d105433
19th+6Ability Score Improvement, <!-Class Feature19->2d1054331
20th+6, Subclass Feature2d1254331


Rank

At 1st level, you chose a Rank. Choose between Rōnin and Kachi detailed at the end of the class description. Your choice grants you features at level 1 and again at level 3, 7, 11, 15 and 20

Basic Spellcasting

At 1st level, you can use basic spells (cantrips) charged by your disipline, choose from the Paladin spell table. Use wisdom as your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style

At 2nd level you have trained long enough to develpo a style. Select a fighting style:

Brutal Strike

Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Seppuku

At 3rd level you have learnt how to partialy disconnect yourself from the standard plane, giving you an edge in combat. To access your Etheral form you must commit Seppuku to unlock the Ethereal plane to utilize in combat. When you complete the ritual, take your weapon's damage on your normal Hit Points. Your Etheral form has your max Hit Points when summoned. Your body cannot move or act on it's own, to get back to your body the Etheral form must either lose all its Hit Points or you must use an Action to go back. Your body cannot die, it can lose Hit Points until it reaches 0, then it is protected by the Forces of the Etheral plane. When you re-enter your body, you transfer any Hit Points remaining on your Etheral form. You may only use this action once per long rest. The Etherel form is Resistant to your damage type but vulnerable to Psychic. All attacks gain your Ethereal Damage when in Ethereal form, look at the Ethereal Damage table to see the amount of extra damage.

Your Etheral Form looks like your normal form, only surrounded in an Ethereal Aura.

Rōnin

When in Etheral form, your aura doesn't emit light. Your Ethereal Damage type in Neucrotic.

Kachi

When in Ethereal form, your aura casts a dim light across an area 5ft around you. Your Ethereal Damage type is Radiant.

Ability Score Improvement

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.

Ethereal Spellcasting

At 5th level, When you are in our Ethereal form you are able to access that plain to charge and use magic. This consists of spells of 1st level and higher.


<!-Class Feature->

<!-Class feature game rule information->


Rōnin

Discrased and shamed by others, the rank of Ronin is to be without a master, often to have failed to commit seppuku after the deathof a master or to a huge disgrace. Now an outsider to society a Rōnin uses stealth to make up for their lack of weapons or armour and to avoid direct conflict against stronger enemies.

Light Footed

At 3rd level you get Proficency in the Stealth Skill and Light Armour.

Gain (a) Leather Armour, Or (b) Padded Armour, Or (c) Cloth Armour

Ethereal Stealth

At 3rd level You can add your dexterity modifier to all stealth checks when in Etheral Seppuku form

Shrouded Target

At 11th level you can use a bonus action to hide in low light levels, resulting in a disadvantage on attacks against you in dim light plus advantages on your attacks if it is very dark. This is discounted if the opponent has darkvision of great enough range to see you. You may use this feature equal to Dexterity modifier per short rest.

<!-Class Feature->

At 15th level

<!-Class Feature->

At 20th level

Kachi

Strong, proud and loyal. Kachi are powerful Samurai Infantry units, using their sturdy armour and their robust, unyielding weapons to crush their opponents.

Sure Footed

At 3rd level you get Proficency in the Intimidation Skill and Heavy Armour Gain (a) Samurai Armour, Or (b) Splint Armour, Or (c) Chain Shirt and a Shield

Etheral Enhancements

At 7th level Your Etheral Seppuku form has Hit points equal to your Max Hit Points plus 1d10 or 6, increasing by 1d10 per level.

Heroic Resistance

At 11th level you can add your Wisdom modifier to your armour class as a reaction to an attack. You can do this an amount equal to your strength modifier per short rest.

<!-Class Feature->

At 15th level

<!-Class Feature->

At 20th level

Ethereal Samurai Spell List

Use the Paladin Spell list.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. To qualify for multiclassing into the Etheral Samurai class, you must meet these prerequisites: Strength 14, Dexterity 14 and Wisdom 16

Proficiencies. When you multiclass into the Ethereal Samurai class, you gain the following proficiencies: Medium Armour, Simple Wea[pons and Martial Weapons.

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