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Snig
2015-06-24, 06:41 PM
https://docs.google.com/document/d/13jBcDjBcpVnylIetJn2aaATvGPBIblJJzxEtgJjzBEM/mobilebasic#

Someone in our campaign is planning on playing this homebrew class. I'm wondering how you guys think it stacks up against core classes?

To me it seems very op, but if like to hear others thoughts?

PotatoGolem
2015-06-24, 06:59 PM
You are 100% correct. This is a stupidly OP class. It's also chock-full of 3.P stuff that doesn't go at all with 5e, including several free actions and full-round actions, which don't exist anymore.

Ziegander
2015-06-24, 07:54 PM
Almost all of its original class features are either very overpowered or make no sense, and very often both. It needs a full re-write to even work within 5e rules at all, and even then it needs a mechanical power downgrade in several areas as well as a conceptual overhaul in a few.

Challenge: Overpowered and does not follow 5e design logic.
Resolve: Massively overpowered.
Weapon Specialist: Overpowered.
Fighting Stance: Overpowered, makes no sense conceptually, is poorly written, and does not follow 5e design logic.
Honorable Stand: Very poorly written and is hilariously overpowered.
True Resolve: Very, very powerful, but probably reasonable given the character level. Unfortunately made redundant by the ridiculous Honorable Stand.
Centered Self: Basically... this is Honorable Stand but slightly better and slightly worse... the author unfortunately does not even seem to remember the abilities that he/she already designed even though they are listed on a page for them to review...

This class is seriously, seriously poorly designed.

Iaijutsu Strike: Horrendously poorly written and does not follow 5e design logic.
Brutal Strike: Massively overpowered. Massively.
Terrifying Iaijutsu: Doesn't make that much sense and is pretty powerful, but otherwise probably okay.
Noble Warrior: Too powerful.
Roaring Iaijutsu: Makes no goddamn sense at all. No.
Legendary Weapon: Is fine, I guess, if pretty powerful.

Chuhn
2015-06-24, 09:41 PM
The class is essentially a re-skinned version of the pathfinder Samurai class, which is very under powered. The sword saint is an actual archetype as well though, interesting thoughts considering the pathfinder monk is virtually 100% the same as the DND 5e monk, and its not OP.

Perhaps we should discuss how to balance this class for his friend. Instead of just calling it Overpowered. I don't understand how you can say something does not follow design logic for a game you didn't design, there is a reason it is being homebrewed...

I dont think challenge is that bad, except the damage bonus, that needs tweaking. Perhaps an extra d4 to damage per point of proficiency against the person you are dueling.
Resolve could be changed to a once per long rest ability, to be used once a day. (not sure what part is most OP, advantage on death saves is pretty broke.)
I really dont see what is Over powered with Weapon specialist. Half orcs get it as a race power?
Normal fighting stance doesnt seem that bad, enhanced and master needs tweaking. Or maybe he has to select one and only one, and it gains features when it levels, instead of the adaptability.
Honorable stand is OP, I dont honestly know how to balance that,
Centered self should stay the same, just ditch honorable stand for another feature.

The Iaijutsu strike is like a single rogue sneak attack, on the first round of a challenge. Not that hard to read or understand IMO.
Brutal Strike should be just a round, and allow a save.
Advantage on Charisma saves/checks is not really broken.
Roaring strike, agreed is pretty dumb.

Just my 2 cents

Ziegander
2015-06-24, 11:58 PM
The class is essentially a re-skinned version of the pathfinder Samurai class, which is very under powered. The sword saint is an actual archetype as well though, interesting thoughts considering the pathfinder monk is virtually 100% the same as the DND 5e monk, and its not OP.

I am not sure you've read either of the Pathfinder or 5th Edition rules sets...


Perhaps we should discuss how to balance this class for his friend.

As I said, the class requires a full rewrite. But, sure, I'll give it a try.

PROFICIENCIES
Armor: All armors, shields
Weapons: Simple and martial weapons
Tools: None

Saving Throws: Constitution and Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

CHALLENGE
You are able to use sheer force of will to harass your foes and issue challenges that can only be ignored by those who would risk their own deaths. As a bonus action you may designate one enemy you can see who can both see you and hear you. After doing so, you do not provoke opportunity attacks when you move closer to the designated enemy and add your Charisma modifier to melee weapon attack rolls made against it. Whenever the designated enemy uses its action, if it does not Disengage or attack you with its action, you may use your reaction to make a melee weapon attack against it.

This challenge lasts until the designated enemy is incapacitated, or you are, until you challenge another enemy, or until you end your turn having neither moved closer to the designated enemy or made a melee weapon attack against it. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

RESOLVE
Nope. Just take it out. It's a bunch of mid-level abilities rolled into one 1st-level ability as well as lot of kludgy bookkeeping. Can't think of a good replacement, but with the Orders beginning at 1st-level, there's really no need for one. Remember, we have to compare this level to the 1st level of Barbarians, Fighters, Monks, and Paladins and Challenge is already strong.

WEAPON SPECIALIST
The first ability (with free action one) doesn't do anything the Samurai already can't do and references an action type that doesn't even exist in 5e. The second part is, yes, a Half-Orc racial ability, but as a class feature it's ninth-level Barbarian feature. Let's just cut this shall we?

FIGHTING STYLE
Finally, an ability the author didn't write. Thus, it is fine.

FIGHTING MARTIAL STANCE
Starting at 2nd level, you learn one martial stance which you naturally slide into upon making your initiative roll at the start of combat (conceptually, how is this any different than the Fighting Style feature? Conceptually, not mechanically. Whatever). As you gain levels your chosen martial stance improves in power and utility. Choose one of the following:


Earth Stance
When you make a Strength (Athletics) check to shove a creature you may push it a number of feet away from you equal to 5 × your Strength modifier (minimum 5ft). When an action or effect would force you to move from your space you move a number of feet fewer equal to 5 × your Strength modifier (minimum 5ft).

Wind Stance
Your speed increases by 10ft and you may take the Disengage action as a bonus action.

Fire Stance
You may make a Charisma (Intimidation) check as a bonus action on your turn, and have advantage on saving throws made to resist being charmed or frightened.

Water Stance
You may move through any hostile creature's space. Hostile creatures treat all squares you can reach as difficult terrain.


ENHANCED FIGHTING STANCE
Replace with Extra Attack. Because, duh.

REMARKABLE ATHLETE
Regardless of what you may think of the Fighter's Champion archetype, this is the same name as the Champion's feature except it is better in every way and is given to the Samurai one level early. Get rid of it. Replace it with:

IMPROVED MARTIAL STANCE
At 6th level, the martial stance you chose at 2nd level improves and grants you additional benefits:


Improved Earth Stance
You have advantage on all Strength (Athletics) checks and on Strength saving throws. Whenever you are dealt Cold, Fire, or Lightning damage, reduce that damage by an amount equal to your Constitution modifier.

Improved Wind Stance
Your speed increases by 15ft. When you use the Dash action on your turn each square adjacent to you and each square you leave during your movement are filled with wind that disperses gas or vapor, extinguishes candles, torches, and similar unprotected flames, and has a 50% chance of extinguishing protected flames such as those of lanterns. After using the Dash action you may make a melee weapon attack as a bonus action.

Improved Fire Stance
You have advantage on melee weapon attack rolls against frightened creatures. You cannot be charmed or frightened.

Improved Water Stance
When you are prone, standing up uses only 5ft of your movement. Whenever an opponent misses you with a melee weapon attack you may force that creature to make a Dexterity saving throw as a reaction (DC 8 + your Proficiency bonus + your Strength or Dexterity modifier; your choice). If it's saving throw fails, it falls prone.


GREATER RESOLVE
We cut Resolve entirely, so replace this with:

HONORABLE STAND
Beginning at 9th level, whenever an opponent scores a critical hit against you you may force the opponent to roll their weapon damage as if it were a normal hit. You must not be surprised and you must be able to see the attacker to use this feature, and if you do so you cannot use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

This version of Honorable Stand is much more balanced and is easily compared to the Fighter's Indomitable feature. It will take the place of the original Honorable Stand feature as well as replacing Greater Resolve. Demanding Challenge will then be moved up to 11th level so as not to share space with the Ability Score Improvement at 12th level.

DEMANDING CHALLENGE
Starting at 11th level, the enemy you designate using your Challenge feature has trouble focusing on anyone but you. The designated enemy has disadvantage on all attack rolls against any creature other than yourself and your allies have advantage on opportunity attacks made against it.

Okay, well, at this point, I'm tired of rewriting the entire class for this person, but you get the idea.

Wartex1
2015-06-25, 12:15 AM
You could make a fighter archetype like some have already done here. Or you could use the Sword Saint class that someone made here as well.

Submortimer
2015-06-25, 02:13 AM
So, little bit of self promoting, but I think my Kensai Archetype would work well as an alternative, and I don't think it's too OP.

http://www.giantitp.com/forums/showthread.php?422749-Martial-Archtype-Kensei&p=19421862#post19421862

Ninja_Prawn
2015-06-25, 09:41 AM
So, little bit of self promoting, but I think my Kensai Archetype would work well as an alternative, and I don't think it's too OP.

http://www.giantitp.com/forums/showthread.php?422749-Martial-Archtype-Kensei&p=19421862#post19421862

You should have waited, Submortimer: I came here to recommend your work when I saw the thread title. :smallwink:


While I'm here, I'll have a look at Ziegander's suggestions too (sounds like I don't need to bother with the original)...

Proficiencies: Yep, makes sense. Unique combination of saves is nice.
Challenge: I like it.
Martial Stance: Cool. I want to be Water Stance!
Extra Attack: Obviously.
Honourable Stand: Seems reasonable.
Demanding Challenge: Yeah, this works. It's a small boost at this point, but 11th level seems like a good time for a small boost.

One thing that jumps out: these are all combat abilities. Not only is that a little unbalanced, it's also less fun to play (in my opinion) and fails to represent the Samurai's role in real-life society. If anyone bothers with a full re-write, they'll have to look at that.

Edit: actually, you've inspired me to write up my own versions of the Samurai and Ronin as martial archetypes. I'll post them in a new thread when I'm finished.

Jurai
2015-06-25, 01:33 PM
You know, everyone thinks a rewrite would work, and I agree. Here's mine. It's supposed to play like a half-caster equivalent to Monk, though I've probably gone and overloaded it.



Level
Proficiency Bonus
Iaijutsu
Resolve Points
Features


1
+2
1d4
-
Iaijutsu, Valorous Challenge


2
+2
1d4
2
Fighting Style, Resolve


3
+2
1d4
3
Martial Discipline


4
+2
1d4
4
Ability Score Improvement


5
+3
1d6
5
Extra Attack


6
+3
1d6
6
Fighting Stance, Ability Score Improvement


7
+3
1d6
7
-


8
+3
1d6
8
Ability Score Improvement


9
+4
1d6
9
Weapon Specialist (One Die)


10
+4
1d6
10
-


11
+4
1d8
11
Martial Discipline Feature


12
+4
1d8
12
Ability Score Improvement


13
+5
1d8
13
Improved Fighting Stance


14
+5
1d8
14
-


15
+5
1d8
15
Weapon Specialist (Two Dice)


16
+6
1d8
16
Ability Score Improvement


17
+6
1d10
17
Martial Discipline Feature


18
+6
1d10
18
-


19
+6
1d10
19
Ability Score Improvement


20
+6
1d10
20
True Resolve



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 first.

Armor: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Intimidation, Perception, Persuasion, and Survival

At 1st level, your weapon skill gives you mastery of combat styles that use samurai, which is any weapon that you are proficient with that does not have the finesse or loading weapon properties.

You gain the following benefits while you are wielding only samurai weapons:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your samurai weapon. This die changes as you gain samurai levels, as shown in the Martial Arts column of the Monk table.
• You may, as part of the bonus action made in order to use Two-Weapon Fighting, draw a sheathed samurai weapon from anywhere on your person.

At 1st level, you are capable of singling out targets and fighting them without being interrupted. You may cast the spell Compelled Duel, using your Charisma modifier to determine the saving throw, once per short rest.


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

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

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.

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.

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.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Starting at 2nd level, your discipline allows you to harness the potential of your resolve. Your access to this state of mind is represented by a number of resolve points. Your samurai level determines the number of points you have, as shown in the Resolve Points column of the Samurai table.

You can spend these points to fuel various Resolve features. You start knowing two such features: Resolute Defense, and Calm Stride. You learn more resolve features as you gain levels in this class.

When you spend a resolve point, it is unavailable until you finish a short or long rest, at the end of which you focus all of your expended resolve back into yourself. You must spend at least 30 minutes of the rest meditating to regain your resolve points.
Some of your resolve features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Resolve save DC = 8 + your proficiency bonus + your Charisma modifier

You can spend 1 resolve point to take the Dodge action as a bonus action.

You can spend 1 resolve point to take the Disengage action as a bonus action. Any Opportunity Attacks made against you are made with Disadvantage. In addition, you may ignore any penalty associated with difficult terrain while under this effect.

When you reach 3rd level, you commit yourself to a martial discipline: the Daisho Discipline and the Kensai Discipline, both of which are detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At sixth level, you may, by spending your bonus action and 3 resolve points, assume a fighting stance. These stances grant you various benefits based on your stance. You are considered to be in your current stance until you change your fighting stance to another, are knocked unconscious, or killed. You leave your Fighting Stance at the end of your turn if you cannot see or hear any hostile creatures. At thirteenth level, you gain a secondary feature.

You gain advantage on Constitution checks and saves, as well as advantage on any check made to interact with creatures of the Dragon type. At thirteenth level, you may charge your weapon with elemental energies, gaining the ability to cast the Searing Smite spell by spending two resolve points.

You gain advantage on Charisma checks and saves, as well as advantage on any check made to interact with creatures of the Celestial type. At thirteenth level, you may charge your weapon with divine energies, gaining the ability to cast the Blinding Smite spell by spending two resolve points.

You gain advantage on Wisdom checks and saves, as well as advantage on any check made to interact with creatures of the Fiend type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Wrathful Smite spell by spending two resolve points.

You gain advantage on Strength checks and saves, as well as advantage on any check made to interact with creatures of the Giant type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Thunderous Smite spell by spending two resolve points.

You gain advantage on Dexterity checks and saves, as well as advantage on any check made to interact with creatures of the Beast type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Staggering Smite spell by spending two resolve points.

You gain advantage on Intelligence checks and saves, as well as advantage on any check made to interact with creatures of the Fey type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Branding Smite spell by spending two resolve points.

At ninth level, you may spend three resolve points as a reaction that can only be taken after scoring a critical hit. You may roll one more die of damage. At fifteenth level, you may roll two more dice of damage by spending four resolve points.

At 20th level, when you roll for initiative and have no resolve points remaining, you regain 4 resolve points.



At third level, when using your bonus action to use Two-Weapon Fighting, you may add your Charisma modifier to attack rolls made as part of the bonus action.

At sixth level, you may give up an attack made with your attack action to intimidate your foe. They must succeed on a Wisdom save against your resolve DC or lose the ability to take reactions for one turn

At eleventh level, when using your bonus action to use Two-Weapon Fighting, you may add your Charisma modifier to damage dealt by the attacks made as part of the bonus action.

At seventeenth level, you may instead spend five resolve points to use your Staredown feature instead of giving up an attack.


At third level, you may spend one resolve point to add your Charisma modifier to a saving throw as a reaction. This includes death saving throws.

At sixth level, you may add half of your proficiency bonus to damage rolls with any weapon you have proficiency with.

At eleventh level, you may use your reaction to take another Two-Weapon Fighting bonus action.

At seventeenth level, you may spend five resolve points to automatically succeed on a saving throw as a reaction.

Ziegander
2015-06-25, 03:17 PM
You know, everyone thinks a rewrite would work, and I agree. Here's mine. It's supposed to play like a half-caster equivalent to Monk, though I've probably gone and overloaded it.



Level
Proficiency Bonus
Iaijutsu
Resolve Points
Features


1
+2
1d4
-
Iaijutsu, Valorous Challenge


2
+2
1d4
2
Fighting Style, Resolve


3
+2
1d4
3
Martial Discipline


4
+2
1d4
4
Ability Score Improvement


5
+3
1d6
5
Extra Attack


6
+3
1d6
6
Fighting Stance, Ability Score Improvement


7
+3
1d6
7
-


8
+3
1d6
8
Ability Score Improvement


9
+4
1d6
9
Weapon Specialist (One Die)


10
+4
1d6
10
-


11
+4
1d8
11
Martial Discipline Feature


12
+4
1d8
12
Ability Score Improvement


13
+5
1d8
13
Improved Fighting Stance


14
+5
1d8
14
-


15
+5
1d8
15
Weapon Specialist (Two Dice)


16
+6
1d8
16
Ability Score Improvement


17
+6
1d10
17
Martial Discipline Feature


18
+6
1d10
18
-


19
+6
1d10
19
Ability Score Improvement


20
+6
1d10
20
True Resolve



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 first.

Armor: Light and Medium Armor, Shields
Weapons: Simple and Martial Weapons
Tools: None
Saving Throws: Dexterity and Charisma
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Investigation, Intimidation, Perception, Persuasion, and Survival

At 1st level, your weapon skill gives you mastery of combat styles that use samurai, which is any weapon that you are proficient with that does not have the finesse or loading weapon properties.

You gain the following benefits while you are wielding only samurai weapons:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your samurai weapon. This die changes as you gain samurai levels, as shown in the Martial Arts column of the Monk table.
• You may, as part of the bonus action made in order to use Two-Weapon Fighting, draw a sheathed samurai weapon from anywhere on your person.

At 1st level, you are capable of singling out targets and fighting them without being interrupted. You may cast the spell Compelled Duel, using your Charisma modifier to determine the saving throw, once per short rest.


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

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

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.

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.

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.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Starting at 2nd level, your discipline allows you to harness the potential of your resolve. Your access to this state of mind is represented by a number of resolve points. Your samurai level determines the number of points you have, as shown in the Resolve Points column of the Samurai table.

You can spend these points to fuel various Resolve features. You start knowing two such features: Resolute Defense, and Calm Stride. You learn more resolve features as you gain levels in this class.

When you spend a resolve point, it is unavailable until you finish a short or long rest, at the end of which you focus all of your expended resolve back into yourself. You must spend at least 30 minutes of the rest meditating to regain your resolve points.
Some of your resolve features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Resolve save DC = 8 + your proficiency bonus + your Charisma modifier

You can spend 1 resolve point to take the Dodge action as a bonus action.

You can spend 1 resolve point to take the Disengage action as a bonus action. Any Opportunity Attacks made against you are made with Disadvantage. In addition, you may ignore any penalty associated with difficult terrain while under this effect.

When you reach 3rd level, you commit yourself to a martial discipline: the Daisho Discipline and the Kensai Discipline, both of which are detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

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.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At sixth level, you may, by spending your bonus action and 3 resolve points, assume a fighting stance. These stances grant you various benefits based on your stance. You are considered to be in your current stance until you change your fighting stance to another, are knocked unconscious, or killed. At thirteenth level, you gain a secondary feature.

You gain advantage on Constitution checks and saves, as well as advantage on any check made to interact with creatures of the Dragon type. At thirteenth level, you may charge your weapon with elemental energies, gaining the ability to cast the Searing Smite spell by spending two resolve points.

You gain advantage on Charisma checks and saves, as well as advantage on any check made to interact with creatures of the Celestial type. At thirteenth level, you may charge your weapon with divine energies, gaining the ability to cast the Blinding Smite spell by spending two resolve points.

You gain advantage on Wisdom checks and saves, as well as advantage on any check made to interact with creatures of the Fiend type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Wrathful Smite spell by spending two resolve points.

You gain advantage on Strength checks and saves, as well as advantage on any check made to interact with creatures of the Giant type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Thunderous Smite spell by spending two resolve points.

You gain advantage on Dexterity checks and saves, as well as advantage on any check made to interact with creatures of the Beast type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Staggering Smite spell by spending two resolve points.

You gain advantage on Intelligence checks and saves, as well as advantage on any check made to interact with creatures of the Fey type. At thirteenth level, you may charge your weapon with demonic energies, gaining the ability to cast the Branding Smite spell by spending two resolve points.

At ninth level, you may spend three resolve points as a reaction that can only be taken after scoring a critical hit. You may roll one more die of damage. At fifteenth level, you may roll two more dice of damage by spending four resolve points.

At 20th level, when you roll for initiative and have no resolve points remaining, you regain 4 resolve points.



At third level, when using your bonus action to use Two-Weapon Fighting, you may add your Charisma modifier to attack rolls made as part of the bonus action.

At sixth level, you may give up an attack made with your attack action to intimidate your foe. They must succeed on a Wisdom save against your resolve DC or lose the ability to take reactions for one turn

At eleventh level, when using your bonus action to use Two-Weapon Fighting, you may add your Charisma modifier to damage dealt by the attacks made as part of the bonus action.

At seventeenth level, you may instead spend five resolve points to use your Staredown feature instead of giving up an attack.


At third level, you may spend one resolve point to add your Charisma modifier to a saving throw as a reaction. This includes death saving throws.

At sixth level, you may add half of your proficiency bonus to damage rolls with any weapon you have proficiency with.

At eleventh level, you may use your reaction to take another Two-Weapon Fighting bonus action.

At seventeenth level, you may spend five resolve points to automatically succeed on a saving throw as a reaction.


By god, Jurai, you've done it! Your version of Fighting Stance is still probably too strong (straight up advantage to all checks and saves of certain ability score basically 24 hours a day for a cost that you can regain after spending it - that's a little crazy), but I totally love everything else about your version of the class. Incredibly well done.

Jurai
2015-06-25, 03:24 PM
I couldn't really think of a non-gamey way to restrict those.

Brendanicus
2015-06-25, 03:31 PM
Ignoring the massive amount of OP abilities, you do realize that dead levels exist for a reason, right?

Furthermore, why does 5e even need a designated Samurai Class? Fighter and even Pally do the job perfectly.

Champion is all you need.

Need a warrior who can overcome even crippling afflictions? Indomitable.
...who can also use blinding swordplay? Extra Attacks and Action Surge.

Ramshack
2015-06-25, 03:34 PM
I couldn't really think of a non-gamey way to restrict those.

You could add something like your stance ends if you are no longer in combat. That way they have to atleast assume a stance each encounter and maybe lower the cost to enter a stance as a balance point. Otherwise I think your rewrite is pretty spot on with capturing the original intent of the class and bringing it within design principles and balance of 5e.

The only thing I think I'd change is True Resolve, instead of needing no resolve points to gain 4, I would say any time you roll initiative you gain 4 resolve points. Your total resolve points cannot exceed the total resolve points allowed by your samurai level.

Jurai
2015-06-25, 03:39 PM
Yeah, but then, what happens if, say, an entire campaign (RPG construct) happens in the span of a single combat, sort of like the Colossus of Rhodes sequence from God of War II turned up to 11? Again, assuming something like combat ends at a standard point is... pointless. I could say that it lasts a number of rounds equal to your Charisma modifier.

Ramshack
2015-06-25, 03:45 PM
Yeah, but then, what happens if, say, an entire campaign (RPG construct) happens in the span of a single combat, sort of like the Colossus of Rhodes sequence from God of War II turned up to 11? Again, assuming something like combat ends at a standard point is... pointless. I could say that it lasts a number of rounds equal to your Charisma modifier.

I guess that is up to the DM, was only a suggestion. But to me combat ends when their is no one left to attack in that particular encounter. But it's hard picture someone always standing in a fighting stance for an entire day even while traveling, eating, or shopping etc.

Ziegander
2015-06-25, 03:53 PM
I guess that is up to the DM, was only a suggestion. But to me combat ends when their is no one left to attack in that particular encounter. But it's hard picture someone always standing in a fighting stance for an entire day even while traveling, eating, or shopping etc.

Yeah, I think you have a fine suggestion there Ramshack. You could word it similarly to how I decided my version of Challenge could end, "You leave your Fighting Stance at the end of your turn if you cannot see or hear any hostile creatures."

Jurai
2015-06-25, 09:18 PM
With that solution settled, there, I'd say, is your optimal (Foolish) Samurai (Warrior) class.

Man, I need to watch Samurai Jack again.