Samurai, Variant (5e Subclass)

Iai Warrior

For the archetypal samurai, a battle is as much an art form as it is a test of strength. The Samurai seek out challenging fights and uphold a great sense on honor in combat. A fighter who takes on the samurai subclass becomes adept at the ways of wielding two-handed weaponry.


Stances

When you choose this subclass at 3rd level, you learn special stances to increase your effectiveness in combat. You learn two stances when you gain this feature and one more of your choice at 7th, 10th, 15th, and 18th level. You can use a bonus action on your turn to enter a stance if you are wielding a melee two-handed weapon. The stance lasts for 1 minute until you change stance or until you are knocked unconscious.

Wind Stance. When you are in this stance, you may take the Disengage action as a bonus action. In addition, whenever you are hit with a ranged weapon attack while in this stance before damage roll a dice if you get 14 -18 damage is halved, 19-20 no damage.

Stone Stance. When you are in this stance, your AC is increased by two, but your movement reduced by half (rounded up). In addition, Enemies attacking allies other than you within 5 feet gain disadvantage on their attack

Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, When you make an attack roll using strength, you may use a bonus action to gain a bonus to the damage roll equal to half your proficiency modifier (rounded down) if the attack hits. When you are subjected to an effect that allows you to make a Strength saving throw while in this stance, you may use your reaction to gain advantage on that saving throw.

Fire Stance. While in this stance, you can use a bonus action to frighten one creature within 60 feet of you that you can see. To do so, make a Charisma (Intimidation) check contested by the target's Wisdom saving throw. If you succeed, the creature is frightened until you end this stance or if it takes damage. Additionally, while in this stance you can use your reaction to dispel a single charm or fear effect that is affecting you.

Water Stance. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). Additionally, when you land an opportunity attack you may force the enemy creature to make a saving trow equal to the one listed above and on a failed save their speed is reduced to zero until the start of the next turn.

Lightning Stance. While in this stance, you can dash as a bonus action. Additionally, while in this stance you may use your reaction to impose disadvantage on an opportunity attack targeting you.

Surge of Energy

Starting at 7th level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Fighting Spirit

At 10th level, you can use your Second Wind ability twice per short or long rest instead of once. Additionally, when you use Second Wind you also gain resistance to piercing, bludgeoning and slashing damage from non-magical weapons until the start of your next turn. Taking a stance requires no action.

Iai Strike

Starting at 15th level, you have learned to cut through anything. 3 times per long rest, whenever you use the Attack action, your melee weapon attacks have advantage until the end of your turn and score a critical hit on a roll of 18-20.

Wrath of Iai

Beginning at 18th level you can add 5d10 to your attacks. This can be done a number of times equal to half your proficiency modifier rounded up. You may only use this on one attack per round. These will be recharged after a short or long rest.



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gollark: You'd probably have to have people set up realistic conversation in fake channels in advance.
gollark: Oh, so you're saying that inductively safety is *always* 0?
gollark: No, none *will ultimately be* safe, not none *can be* safe.
gollark: It says "for all x, as time tends to infinity, safety of x tends to 0".
gollark: That is NOT what that says.
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