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Published by goroiamanuci, 2023-03-03 13:03:17

THE SAMURAI

THE SAMURAI

THE SAMURAI Adapt to the flow of combat with this new Homebrew martial class Homebrew created by Sakim reddit: u/Mediocre-Phrase5073 Version 1.1


Samurai S tanding alone beneath a barren landscape, a human faces down a legion of Orc soldiers with a single blade in hand, his liege, a 10-year old princeling, quivering behind him. Hidden in the shadows of a mansion's ceiling, an elven spy watches a gathering of lords having a war council, taking notes on their battle strategies. He keeps his set of bizarre equipment close to him, ready to escape at a moment's notice. Talismans in hand, a dragonborn priest summons spirit animals that hold down a demon-possessed civilian. A blaze of fire suddenly silences the demon's cries, as he finally draws out the creature that's been terrorizing the village . Beholden by an oath not dissimilar to a knight, Samurai pledge their services to a single individual, devoting their life to their cause. No matter the vast differences in their chosen lord, Samurai undergo a specialized training that focus on a certain set of skills, skills that are sometimes as varied as the lord they choose to serve. Whether skilled warriors who master the art of the blade, subterfuge experts trained in gathering intel and assassination, or learned arcanists who channel divine energy through esoteric implements, Samurai are renowned and respected by their unerring dedication to their craft. A Loyal Vassal Samurai, more often than not, enter into the service of a lord when they begin their training. Perhaps they're apprenticed into the lord of the land, or a family member has taken them up for training, whichever the case, Samurai spend their early training days working closely with their liege. Their oath is bound by honor. Thus, they perform their services until their death, and nothing would bring a Samurai greater shame than being dishonorably dismissed. Their master's death is no reason for a Samurai's duty to end either. Most Samurai pass on their services to their master's family, or to someone that their master deems close. A few of them become lords themselves and even fewer settle down and retire. Distant Wanderers In an event that a Samurai becomes without a lord, they might prefer to continue their duties on their own, drifting from one place to another, only stopping at an area to replenish their supplies or take a brief respite. These Samurai are referred to as Ronin, someone who finds the way without belonging to one place. They can often be seen living and traveling amongst the commonfolk. Assisting them in times of trouble and defending their villages from bandits and raiders. These Samurai live a simpler life, but their hearts remain ready for the call of adventure. Multiclassing You need a Strength and Dexterity of 13 to multiclass in and out of this class Proficiencies: Light armor, Simple Weapons, Martial Weapons, Calligrapher's Tools, Smith's Tools Warrior Artist: SilviuSadoschi 1 PART 1 | Samurai


Samurai Weapons Those who follow the code of the Samurai, come from all walks of life, but its true origins lie in an archaic culture that existed long ago. If you wish to create a Samurai that comes from that path, here are some of the names and descriptions of the weapons they choose to wield. Whatever name you use for a Samurai weapon, you can use the game statistics provided for the weapon on the Weapons page of the Player's Handbook. Name Description Bo (Quarterstaff) A staff made from unfinished hard wood or a flexible wood, such as red or white oak. Kama (Sickle) A farming implement similar to a sickle used for reaping crops and also employed as a weapon. Kanabo (Warhammer) A spiked or studded two-handed war club. Katana (Longsword) A curved, single-edged blade with a circular or squared guard and long grip to accommodate two hands. The trademark weapon of the Samurai. Kusari-fundo (Flail) A hand held weapon consisting of a length of chain (kusari) with a weight (fundo) attached to each end of the chain. Naginata (Glaive) A pole weapon that consists of a wooden or metal pole with a curved single-edged blade on the end. Odachi (Greatsword) A traditionally made katana with a longer and heavier blade. Otsuchi (Maul) A large wooden mallet. Tanto (Dagger) A dagger that Samurai mostly use as a last resort or self-defense. Wakizashi (Shortsword) A smaller version of the katana. Often seen worn as a pair together with the katana called Daisho(Big and Small). Yari (Spear) A form of straight headed spear. Yari often have varied points or blades attached to its tip. Yumi (Longbow) An asymmetrical bow that's exceptionally tall. 2 PART 1 | Samurai


Samurai Class Features As a Samurai, you gain the following class features Hit Points Hit Dice: 1d10 per samurai level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per samurai level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: Calligrapher’s tools, smith's tools Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Persuasion, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scale mail or (b) leather armor (a) a katana (longsword) and a wakizashi (shortsword) or (b) two martial weapons (a) a diplomat’s pack or (b) an explorer's pack (a) calligrapher’s tools or (b) smith's tools longbow, and 20 arrows Stance Your unique training gives you access to stances that let you adapt to any situation. On your turn before you attack, you can enter a stance as a bonus action. While in a stance, you gain benefits based on the stance of your choice, provided that you aren't using a shield. Heaven. The Heavenly Stance, high and mighty, deliver intense and powerful strikes, designed to cut down even the strongest foes. Your weapon damage rolls deal an extra 1d4 damage, which you roll twice when you crit. This damage die increases by one size - e.g. 1d4 to 1d6 - when you use a two handed melee weapon or a longbow to make an attack. Your AC can’t be higher than 15, regardless of what kind of armor you're wearing. Whenever you make a dexterity saving throw while in this stance, you must roll a d4 and subtract the number rolled from the saving throw. Earth. The Earthen Stance, sturdy as a rock, maintains a steady and balanced footing, letting you move swiftly across the battlefield. Your speed is increased by 10ft. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Man. The stance of Man, lowly and cautious, favor defensive postures that let you evade or mitigate the damage you receive. When wielding a weapon with a damage die of 1d6 or higher, the damage die of your weapon attacks are always a d4. Whenever you make a Dexterity saving throw while in this stance, you can roll a d4 and add the number rolled to the saving throw. You gain a +2 bonus to AC. Your stance lasts for 1 minute, until you enter a different stance, or until you lose your concentration (as if you were concentrating on a spell). You can also end your stance on your turn as a bonus action. The bonuses you gain from your stance increase when you reach certain samurai levels, as shown in the Samurai table. First Step At 1st level, your first step is quicker than most, thanks in part to your martial acuity. You have a +2 bonus to initiative rolls. Starting at 6th level. You can give yourself a bonus equal to your Samurai level divided by 3, rounded up. At 13th level, you can’t be surprised while you are conscious. Aftermath Artist: CaraidArt 3 PART 1 | Samurai


The Samurai Level Proficiency Bonus Features Heaven Earth Man 1st +2 Stance, First Step 1d4 10 ft. +2 2nd +2 Elegant Courtier, Fighting Style 1d4 10 ft. +2 3rd +2 Samurai Discipline 1d4 10 ft. +2 4th +2 Ability Score Improvement Martial Versatility 1d4 10 ft. +2 5th +3 Extra Attack, Precise Strike 1d6 10 ft. +3 6th +3 First Step Improvement, Ascended Stance 1d6 15 ft. +3 7th +3 Evasion 1d6 15 ft. +3 8th +3 Ability Score Improvement 1d6 15 ft. +3 9th +4 Samurai Discipline Feature 1d6 15 ft. +3 10th +4 Focused Stance 1d6 20 ft. +3 11th +4 Elegant Courtier Improvement 1d8 20 ft. +4 12th +4 Ability Score Improvement 1d8 20 ft. +4 13th +5 First Step Improvement 1d8 20 ft. +4 14th +5 Unyielding Spirit 1d8 25 ft. +4 15th +5 Samurai Discipline Feature 1d8 25 ft. +4 16th +5 Ability Score Improvement 1d8 25 ft. +4 17th +6 Harsh Lessons Improvement 1d10 25 ft. +5 18th +6 Strength Before Death 1d10 30 ft. +5 19th +6 Ability Score Improvement 1d10 30 ft. +5 20th +6 Samurai Discipline Feature 1d10 30 ft. +5 Elegant Courtier Starting at 2nd level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier. At 11th level, your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. 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. Elegant Warrior: You can use Dexterity instead of Strength for the attack and damage rolls of weapons you are proficient with. 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. Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Samurai Discipline At 3rd level, you choose the type of School you specialize in. Your choice grants you features at 3rd level and again at 5th, 9th, 15th, and 20th level. 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. 4 PART 1 | Samurai


Martial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Samurai. This replacement represents a shift of focus in your martial practice. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Precise Strike Starting at 5th level, you've become adept at turning your failures into an advantage. When you miss a creature with a weapon attack, your next attack against that creature is made with advantage. Ascended Stance At 6th level, you unlock a stronger version of your stance called Kai. When you enter a stance, you can choose to enter its Kai, which doesn't require concentration. Your stances have additional benefits while in this form, along with the features it initially provides. Heaven Kai: You maximize the weapon damage die for an attack you make with a weapon that you're proficient with. Earth Kai: You double the movement speed you gain from this stance, your weapon attacks deal 1d4 extra damage, and you have a +2 bonus to AC Man Kai: You gain resistance to bludgeoning, piercing, and slashing damage. Once you use Kai, you must finish a long rest before you can do so again. Evasion At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Focused Stance At 10th level, you have advantage on concentration checks to maintain your stance. Unyielding Spirit Starting at 14th level, your strict training allows you to maintain exceptional control over your mind and body, giving you the following benefits. You have advantage on saving throws against being frightened. You can use your reaction and 5 feet of movement to immediately get back up when you are knocked prone. You have advantage on saving throws against forced movement. If an effect forces you to move without a saving throw, you can make a Constitution saving throw with a DC of 15. On a success you resist the effect. Strength Before Death Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points. Once you use this feature, you can’t use it again until you finish a long rest. Bushi Dedicated to their pursuit of weapon mastery, Bushi fight with an implacable fighting spirit to overcome their enemies, relishing each victory and learning from their defeats. Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true. When you enter a stance, 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. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Vagabond Artist: Conor Smith 5 PART 1 | Samurai


S i g n atu r e We a p o n Yo u a d o p t a p a r t i c u l a r fi g h t i n g s t y l e t h a t m a ke s u s e o f a s i g n a t u r e w e a p o n. C h o o s e o n e o f t h e fo l l o w i n g o p t i o n s. Yo u c a n't t a ke p i c k a S i g n a t u r e We a p o n m o r e t h a n o n c e, e v e n i f y o u l a t e r g e t t o c h o o s e a g a i n. Bowmaster: Whenever you h av e a d v a n t a g e o n a n a t t a c k r o l l u s i n g a l o n g b o w, y o u c a n r e r o l l o n e o f t h e d i c e o n c e. Fated pair: You learn how to seamlessly fight with th e D a i s h o: a c o m b i n a t i o n o f a o n e - h a n d e d m e l e e w e a p o n, a n d a o n e - h a n d e d, l i g h t m e l e e w e a p o n. W h e n h e l d i n b o t h h a n d s, these weapons give you the following benefits. You can draw or stow both weapons when you would normally be able to draw or stow only one. When you attack with one of the weapons using the Atta c k a c t i o n, y o u c a n m a ke o n e a d d i t i o n a l a t t a c k w i t h t h e o t h e r a s p a r t o f t h e s a m e a c t i o n. Yo u d o n’t a d d y o u r a b i l i t y m o d i fi e r t o t h e d a m a g e o f t h e s e c o n d a t t a c k, u n l e s s t h a t m o d i fi e r i s n e g a t i v e, o r y o u h av e t h e fi g h t i n g s t y l e t w o - w e a p o n fi g h t i n g. At t a c k i n g i n t h i s w ay m a ke s y o u u n a b l e t o a t t a c k a s a b o n u s a c t i o n o n t h a t t u r n. Master Duelist: When you are wielding a m e l e e w e a p o n i n o n e h a n d a n d n o o t h e r w e a p o n s, y o u g a i n a + 2 b o n u s t o A C. Mighty Blows: Before you make a melee attack with a mele e w e a p o n w i t h t h e H e avy p r o p e r t y, y o u c a n c h o o s e t o t a ke a - 5 p e n a l t y t o t h e a t t a c k r o l l. I f t h e a t t a c k h i t s, y o u m u s t m a ke a S t r e n g t h (At h l e t i c s ) c h e c k c o n t e s t e d b y t h e t a r g e t’s S t r e n g t h (At h l e t i c s ) o r D e x t e r i t y (A c r o b a t i c s ) c h e c k ( t h e t a r g e t c h o o s e s t h e a b i l i t y t o u s e ). I f y o u w i n t h e c o n t e s t, y o u e i t h e r k n o c k t h e t a r g e t p r o n e o r p u s h i t 5 fe e t aw ay fr o m y o u. At 15th level, you can choose a second signa t u r e w e a p o n. Rapid Strike Starting at 9th 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 against one of the targe t s, 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. Invincible under the Sun At 20th level, your mastery with weapons has reached its peak. Instead of choosing one from heaven, earth, and man when you enter a stance, you can choose to enter a special stance that doesn't require concentration called Kensei. A culmination of all the battle experience you've accumulated over the years. While under this stance, you gain the following benefits: The number of attacks you can make with Extra Attack increases to three. Your melee weapon attacks score a critical hit on a roll of 18-20. You gain resistance to all damage. Once you use this feature, you can’t use it again until you finish a long rest. Samurai Girl A r tis t: Riv e r f lo w sho r e 6 PA R T 2 | B u s h i


S h i n o b i S h i n o b i a r e e l i t e a g e n t s a n d s p i e s t r a i n e d i n i n fi l t r a t i o n a n d r e c o n a i s s a n c e. D e s p i t e b e i n g m o s t l y k n o w n fo r t h e i r s h a d o wy d i s p o s i t i o n, S h i n o b i c a n q u i c k l y e m p l o y a v a r i e t y o f t o o l s a n d w e a p o n s t o m a ke a q u i c k e s c a p e o r t u r n t h e t i d e s o f b a t t l e. Infi ltr ato r B e g i n n i n g a t 3 r d l e v e l, y o u g a i n k n o w l e d g e o n h o w t o b e s t u t i l i z e y o u r s k i l l s fo r e s p i o n a g e a n d s u b t e r fu g e. W h i l e w e a r i n g l i g h t o r n o a r m o r, y o u g a i n t h e fo l l o w i n g b e n e fi t s: You gain proficiency in the stealth skill and thieves' too l s i f y o u d o n't a l r e a d y h av e i t. Yo u r p r o fi c i e n cy b o n u s i s d o u b l e d fo r a ny a b i l i t y c h e c k y o u m a ke t h a t u s e s e i t h e r o f t h o s e p r o fi c i e n c i e s. You gain darkvision o u t t o a r a n g e o f 6 0 fe e t. I f y o u a l r e a d y h av e d a r kv i s i o n fr o m y o u r r a c e, i t s r a n g e i n c r e a s e s b y 3 0 fe e t. You h av e a c l i m b i n g s p e e d e q u a l t o y o u r w a l k i n g s p e e d. Guerilla Warfare Starting at 3rd level, your Shinobi training gives you access t o S h i n o b i I m p l e m e n t s: s p e c i a l i z e d t o o l s t h a t a s s i s t y o u i n e s c a p i n g, o r fi g h t i n g. Saving Throws. Som e o f y o u r i m p l e m e n t s r e q u i r e y o u r t a r g e t t o m a ke a s av i n g t h r o w t o r e s i s t i t s e ffe c t s. T h e s av i n g t h r o w D C i s c a l c u l a t e d a s fo l l o w s: Implement save DC = 8 + your pr o fi c i e n cy b o n u s + y o u r S t r e n g t h o r D e x t e r i t y m o d i fi e r (y o u r c h o i c e ) A d d i t i o n a l l y, w h e n y o u u s e p o i s o n s t h a t fo r c e a c r e a t u r e t o m a ke a s av i n g t h r o w, i t u s e s y o u r I m p l e m e n t s av e D C i f i t s h i g h e r t h a n t h e p o i s o n's s av e D C. Shinobi Implements Kusarigama - a type of weapon th a t c o n s i s t s o f a ka m a ( s i c k l e ) o n a k u s a ri-fu n d o ( fl a i l ). Shuriken - a type of weapon sim i l a r t o a d a r t t h a t c a n b e e a s i l y c o n c e a l e d a n d p r o d u c e d. Bombs You've learned how to m o d i fy b o m b s t o d e b i l i t a t i n g e ffe c t. Yo u g a i n a c c e s s t o t h e fo l l o w i n g o p t i o n s w h e n e v e r y o u c r e a t e a b o m b. Smoke bom b: A s a n a c t i o n, y o u c a n t h r o w t h e b o m b u p t o 2 0 fe e t, e x p l o d i n g i t o n i m p a c t. T h e e x p l o s i o n c r e a t e s a 2 0 - fo o t - r a d i u s s p h e r e o f t h i c k s m o ke. T h e s p h e r e s p r e a d s a r o u n d c o r n e r s, a n d i t s a r e a i s h e av i l y o b s c u r e d. I t l a s t s fo r 1 m i n u t e o r u n t i l a w i n d o f m o d e r a t e o r g r e a t e r s p e e d ( a t l e a s t 1 0 m i l e s p e r h o u r ) d i s p e r s e s i t. Gunpowder Bomb: As an action, a char a c t e r c a n l i g h t t h i s b o m b a n d t h r o w i t a t a p o i n t u p t o 6 0 fe e t aw ay. E a c h c r e a t u r e w i t h i n 5 fe e t o f t h a t p o i n t m u s t s u c c e e d o n a D e x t e r i t y s av i n g t h r o w a g a i n s t y o u r I m p l e m e n t s av e D C o r t a ke 3 d 6 fi r e d a m a g e, h a l f a s m u c h d a m a g e i f t h ey s u c c e e d. Nin ja A r tis t: A n a r chi c F o x 7 PA R T 2 | S h i n o b i


You've also learned how to produce these weapons yourself: with smith's tools and 1gp worth of materials in hand, you can create a number of shuriken and bombs equal to your proficiency bonus in an unoccupied space within 5 feet of you. The materials used can be those you find or scavenge in an adventuring day, such as metal from a foe's weapon or a spellcaster's component pouch. You can also craft a kusarigama in this way using 5 gp worth of materials. This process requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Shurikens and bombs acquired in this way are made with cheap and expendable materials. You can only have a total number of shuriken and bombs equal to twice your proficiency bonus at all times. At 20th level, you can hold an unlimted number of shuriken and bombs. Shinobi Weapons Weapon Cost Damage Weight Properties Kusarigama 5 gp 1d6 slashing(kama), 1d4 bludgeoning(ball and chain) 5 lb. Finesse, light, reach(ball and chain), special Shuriken 1 sp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60), special Special Properties Kusarigama: A Large or smaller creature hit by the ball and chain part of the kusarigama is Grappled(escape DC equals your Implement save DC). Until this grapple ends, the target is Restrained, and the kusarigama can't be used to attack another target. Shuriken: When you are hidden from a creature and miss it with an attack with this weapon, making the attack doesn't reveal your position. You can draw this weapon as part of the attack you make with it. When you later gain the Extra Attack feature, you can throw a bomb or shuriken in place of one of those attacks. Cloak of Shadows By 9th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Vanish Starting at 9th level, you can use the Hide action as part of the bonus action you use to enter a stance, or as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. Potent Ninjutsu At 15th level, you have mastered the use of your Shinobi arts. Your Shinobi weapons are improved while you are in stance: When you attack with a Shuriken as an action, you can throw another one as part of the same action. The duration of your Smoke bomb increases to 10 minutes. The radius of your Fire Bomb increases to 15 ft. 2019.7 Artist: Carter adair 8 PART 2 | Shinobi


M a ste r o f S h a d o w s At 2 0 t h l e v e l, y o u m a n a g e t o m a s t e r fu l l y i n t e g r a t e Ninj u ts u w i t h y o u r s t a n c e s. I n s t e a d o f c h o o s i n g o n e fr o m h e av e n, earth, and man when you enter a stance, you can choose t o e n t e r a s p e c i a l s t a n c e t h a t d o e s n't r e q u i r e c o n c e n t r a t i o n c a l l e d Ka g e, w h i c h l e t s y o u m o v e l i ke t h e w i n d a n d c o n fu s e o p p o n e n t s. W h i l e u n d e r t h i s s t a n c e, y o u g a i n t h e fo l l o w i n g b e n e fi t s: Your m o v e m e n t d o e s n't p r o v o ke o p p o r t u n i t y a t t a c k s a n d y o u c a n d a s h a s a b o n u s a c t i o n o n e a c h o f y o u r t u r n s. Whenever you damage a creature with piercing or slashing damage, they must make a Constitution savin g t h r o w a g a i n s t y o u r I m p l e m e n t s av e D C o r b e c o m e M a r ke d fo r D e a t h. T h e n e x t t i m e y o u h i t t h e m a r ke d c r e a t u r e w i t h a n a t t a c k t h a t d e a l s p i e r c i n g o r s l a s h i n g d a m a g e, t h e c r e a t u r e h a s v u l n e r a b i l i t y t o a l l o f t h a t a t t a c k's d a m a g e, a n d t h e n t h e m a r k e n d s. Yo u c a n m a r k a c r e a t u r e o n l y o n c e p e r t u r n. Creatures who rely on sight h av e d i s a d v a n t a g e o n a t t a c k r o l l s a g a i n s t y o u. Once you use this fe a t u r e, y o u c a n’t u s e i t a g a i n u n t i l y o u fi n i s h a l o n g r e s t. Onmyoj i T h o u g h m o s t s a m u r a i d e d i c a t e t h e i r l i fe m a s t e r i n g t h e w e a p o n a r t s, O n my oj i p r e fe r t o a u g m e n t t h e i r m a r t i a l c a p a b i l i t i e s w i t h b l e s s i n g s fr o m t h e d i v i n e. T h r o u g h e s o t e r i c r i t u a l s a n d a r c a n e t a l i s m a n s, O n my oj i a r e a b l e t o c h a n n e l t h e w i l l o f t h e i r g o d i n s m a l l b u t e ffe c t i v e q u a n t i t i e s. T h e i r c l o s e c o n n e c t i o n t o t h e s p i r i t w o r l d a l s o a l l o w t h e m t o s u m m o n s h ikiga m i, b e a s t fa m i l i a r s fo r m e d fr o m t a l i s m a n s, a n d fi g h t a l o n g s i d e t h e m i n c o m b a t. Spellcasting When you reach 3rd level, y o u’v e l e a r n e d h o w t o c h a n n e l d i v i n e e n e r gy t h r o u g h t a l i s m a n s. Cantrips You learn two cantrips of your ch o i c e fr o m t h e c l e r i c s p e l l l i s t. You learn an additional cleric cantrip of your choice at 10th level. Spell Slots The Onmyoji Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Healing Word and have a 1st-level and a 2nd-level spell slot available, you can cast Healing Word using either slot. Spells Known of 1st Level and Higher You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and evocation spells on the cleric spell list, or it has the ritual tag. Ka n e t s u g u N a o e A r tis t: Hir oy u ki S u w aha r a 9 PA R T 3 | O n my oj i


The Spells Known column of the Onmyoji Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must have the ritual tag, or be a divination or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or evocation spell or has the ritual tag, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through prayer and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if the spell is known to you. Onmyodo Magic Beginning at 3rd level, you've learned how to magically produce the material components needed for your cleric spells through ritual and prayer: with calligrapher's tools in hand, you can magically create a number of talismans equal to your proficiency bonus in an unoccupied space within 5 feet of you. These talismans count as material components for your cleric spells, which are always consumed. This process requires 1 hour of uninterrupted work, which can coincide with a short or long rest. You can only have a total number of talismans equal to half your samurai level plus your wisdom modifier at all times. Onmyoji Spellcasting Spell Slots per Level Samurai Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 - - - 4th 2 4 3 - - - 5th 2 4 3 - - - 6th 2 4 3 - - - 7th 2 5 4 2 - - 8th 2 6 4 2 - - 9th 2 6 4 2 - - 10th 3 7 4 3 - - 11th 3 8 4 3 - - 12th 3 8 4 3 - - 13th 3 9 4 3 2 - 14th 3 10 4 3 2 - 15th 3 10 4 3 2 - 16th 3 11 4 3 3 - 17th 3 11 4 3 3 - 18th 3 11 4 3 3 - 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Additionally, your stances are as much a part of you as your connection to the mystical realm. You can concentrate on a cleric spell even if you're concenctrating on a stance. If you have to make a Constitution saving throw to maintain concentration on a spell or stance, roll separately for each instance. Summon Shikigami At 3rd level, you learn how to enlist the aid of shikigami, powerful spirits that take on animal forms. You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: Dire Wolf, Giant Eagle, Tiger, or Warhorse. If you chose one of the special forms and it dies, you must finish a long rest before you can summon a shikigami from that list again. Additionally, you can sacrifice one of your attacks when you take the Attack action to command your familiar to take the Attack action. Com: renevene Artist: Carota17 10 PART 3 | Onmyoji


Shikigami Master Starting at 9th level, you infuse your Shikigami with a measure of your divine power, granting the creature the following benefits: The Shikigami gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action or when you enter a stance, you can command the familiar to take the Attack action. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. You add your proficiency bonus to the Shikigami’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum is increased by an amount equal to your Samurai level. Spirit Barrier At 15th level, you can use your talismans to protect yourself or your shikigami from harm. As a reaction when you or your shikigami takes damage, you can create a barrier around yourself or them by expending a talisman, which lasts until the end of your next turn. While the barrier holds, the chosen creature gains temporary hit points equal to twice your samurai level, which take as much of the triggering damage as possible. Immediately after the barrier takes damage, the shielded creature's speed is reduced to 0, and you can't cast spells except cantrips . These effects, including any remaining temporary hit points, all end when the barrier dissipates. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest. Master of the Mystic Arts At 20th level, your Onmyodo powers further deepen your influence over the spirits. Instead of choosing one from heaven, earth, and man when you enter a stance, you can choose to enter a special stance that doesn't require concentration called Kami. A graceful stance that channels your spiritual energy through your blade. While under this stance, you gain the following benefits: You can use a melee weapon you're proficient with as a spellcasting focus for your cleric spells. When you or your shikigami hit a creature with an attack, the creature hit takes additional damage equal to your Samurai level. You can deal this additional damage only once per turn. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. You and your shikigami have advantage on saving throws against spells and other magical effects. Once you use this feature, you can’t use it again until you finish a long rest. Ichimoku Ren Artist: Ruiwen Art 11 PART 3 | Onmyoji


v.1.1 Changelog Main Class changes Edited certain words to make it more generic. Changed multiclassing requirements from 13 Strength or Dexterity to 13 Strength and Dexterity. Added a small featurette for Samurai weapons. Changed Saving Throw proficiencies from Dexterity and Constitution, to Strength and Constitution. Changed Skill proficiencies. Removed Arcana for Intimidation. Removed Stealth for Acrobatics Replaced Starting equipment Shortbow, with Longbow. Adjusted the duration of Stance Adjusted the effects of Heaven and Man stance. Adjusted First Step to not be too strong when multiclassing. Added Archery and Elegant Warrior Fighting Styles. Moved half of Elegant Courtier to level 2 and the other half to 11th level. Removed Makeshift Medicine Removed Extra Attack from the subclass features and included it in the main class features. Added a feature at 5th level: Precise Strike Removed Harsh Lessons Changed the effects of Focused Stance Sublass changes Bushi Changed Warrior Spirit to Signature Weapon Moved Rapid Strike to 9th level and removed Tireless Spirit Shinobi Adjusted the features gained from Infiltrator Reworded Ninjutsu to Implements Added additional feature for poisons under Guerilla Warfare Onmyoji Added a new rule for concentrating on spells and stance. Removed ability to add wisdom modifier on cleric cantrips. Changed Shikigami Master to focus more on your Shikigami and moved it to 9th level. Moved Spirit Barrier to 9th level. Acknowledgements My utmost gratitude to these wonderful artists, without whom I'm unable to fully express the design ideas that I have for this class. Artist Credits "Matsu" by Amelie Hutt - artstation "Warrior" by SilviuSadoschi - deviantart "Samurai Weapon Set VR / AR / low-poly 3d model" by nudelkopf "Aftermath" by CaraidArt - deviantart "Vagabond" by Conor Smith - arstation "Samurai Girl" by River flow shore - artstation "Ninja" by AnarchicFox - artstation "2019.7" by Carter Adair - arstation "Kanetsugu Naoe" by Hiroyuki Suwahara "Com: renevene" by Carota17 - deviantart "Ichimoku Ren" by Ruiwen Art - artstation Thanks to these people for their feedback Credits u/SamuraiHealer u/Highwayman3000 u/Thrimar u/Kalkrex-625 u/Doctordarkspawn u/cubelith u/erdtirdmans u/Protagonist506


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