View Full Version : 5e Samurai

2016-02-08, 01:52 AM
The mighty Samurai. A warrior of whose legendary status has been maintained through the years, and whose legends could fill enough books to fill even the greatest library. The Samurai is always coupled with honour, duty, resolve, and killing prowess. Though in truth, not all Samurai have concerns of others. All they share is the impossible weapon prowess through years of training and later honed through battle. Samurai are disciples of the Ancient art of warfare and combat, who have dedicated their life to seeking out honourable warriors to test their mettle against. Always seeking to obtain greater strength and skill, Samurais are martial perfectionists.These warriors originate from the distant nation of Kozakura situated in Kara-Tur archipelago. Their monasteries are varied and each of them has their own unique code of honour, all under the banner of their own daimyos master who they are willing to follow until death.

Bushido (The Way of the Warrior)
Samurai live by a strict code of conduct that dictates everything from their principles and traditions to the way they wage war. Obeying this code is imperative to the warrior. The training Samurai undergoes ensures that if he should ever stray from his way she will suffer great emotional trauma until she finds her way again, or in the case if she can’t, take her own life. Principles. There are in total 8 different major principles of Bushido that Samurai uphold. They are detailed in “Principles” below. Each samurai slowly learns and accepts these as she progresses down her path of the warrior. With each principle learned and accepted the power of the Samurai growth greater, but the danger of breaking his oath of honour and straying off the path grows as well. You choose one of the principles at 3rd level, then choose second at 10th level and third and final at 18th level.

The ultimate price that every Samurai has to pay for betraying her code of honour is a ceremonial death. Each of eight principles, once chosen, together with the bonus that it grants bestows a responsibility of a particular moral behaviour that the warrior must bear. Should Samurai fail to follow her code she instantly loses all bonuses and powers that her principles grant her. Moreover, if she cannot reverse what she have done and reclaim her honour the character immediately goes under the control of the DM who must make the character to perform the actions that will the most directly and rapidly resolve in character committing ceremonial suicide. Magic that will change the way Samurai views her sins or erase her memory of such acts or similar effects immediately return the control over the character to its original player.

Kenjutsu (The Sword Mastery)
Beginning at 3rd level the unprecedented mastery of Samurai over her weapons allows her to precisely control the damage she causes. Whenever you perform a melee attack with a dagger, sickle, spear, greatsword, halberd, longsword or a shordsword you may pick which damage type it does:bludgeoning, piercing or slashing.

Shikake-waza (The Initial Strike)
At 3rd level when Samurai enters the fight with calm mind and ready to finish the fight in one blow.At the start of the combat, provided that Samurai has not been surprised and has not taken any damage yet, her first weapon attack has an advantage and she can re-roll any rolls of 1 on all of her damage dice. If 1 is rolled again you must keep re-rolling until the result is different.

Oji-waza (The Counter-Attack)
Starting at 7th level Samurai learns how to prepare herself for the upcoming attacks and potentially using them to turn the flow of the battle in her direction.When an enemy hits you with a melee attack while you are taking Defence action you may spend your Action Surge to perform a special reaction. You perform one weapon melee attack against the enemy. This attack has an advantage and automatically deals critical damage if it hits.If you bring the enemy to 0 hit poits with this attack ignore any damage he has dealt to you with the attack that caused this reaction.You may choose when to use this feature even after DM has revealed the damage dice.

Yoroi (Samurai Armour)
At 10th level Samurai feels as comfortable wearing his armour as being without it. When you are wearing leather armour your speed is increased by 10ft.When you are wearing scale mail or half plate armour you do not have the limit of how much Dexterity modifier you can add to your AC.When you are wearing splint or plate armour it does not reduce your speed.

Tengoku no Sutoraiki(Heavenly Strike)
At 15th level Samurai’s Kenjutsu becomes so refined that he can achieve supernatural effects with his blade. She swings her blade so fast that the air itself is compressed behind the tiny surface area of the blade.Whenever you are using a dagger, sickle, spear, greatsword, halberd, longsword or a shordsword all of your melee attacks have their reach extended by 30ft and deal force damage as well as the normal weapon damage (normal weapon damage can be dealt only within normal reach of the weapon).

Masuta no kotoba(Words of the master)
Starting at 18th level Samurai nears the limit of her physical abilities. Her spirit power is potentially limitless. Through expressing her emotions in combat she reaches higher levels of mastery.Whenever your combat turn comes and you already know what your character is going to do, perform your actions and make your character say his actions aloud. If you do so you receive +1 bonus to every dice roll until the start of your next turn.For example, if you are going to perform Oji-Waza, make your character say it in game and role play it in the real world to get the benefit. You may make up your own names for any moves you want, as long as you and your character say them aloud it counts.

The principles of Bushido are presented in alphabetical order.

This represents the practice of charity and means the voluntary giving of help to those in need. This principle does not necessarily means to helpeveryone and anyone you meet, but to take pity on people who are in worse circumstances than you.This principle gives you +1 to saving throws agaist attacks and effects from enemies whos CR is lower than your level. Does not apply to traps and other non-creature effects.You fail this principle by laughing at or being condescending to people in need.

Physical courage is courage in the face of physical pain, hardship, death or threat of death, while moral courage is the ability to act rightly in the face of popular opposition, shame, scandal, discouragement, or personal loss. This does not mean that Samurai should be reckless and get into every danger he sees. Simply being brave where and when stakes are high for him, his companions or the large group of people.This principle makes you immune to fear. You fail this principle by abandoning your comrades or being afraid to overcome your own personal flaws.

This is a concept entailing a perceived quality of worthiness and respectability that affects both the social standing and the self-evaluation of an individual or somebody else like a family, an organization or nation. This means to respect yourself, your beliefs and values and to uphold them at any cost.This principle makes that if you are the only one out of your allies In melee range of your enemies or the last man standing in your adventuring party you double your Proficiency Banus.You fail this principle by betraying your own moral values or allowing someone else to convince you that your way is flawed, wrong or inferiour.

This is faithfulness and a devotion to a person, country, group, or cause. This does not mean you must do whatever your lord or organizations tell you to but to snimply act in its best interests.This principle gives you +1 to all attack rolls and saving throws while within 5ft of an ally.You fail this principle by betraying your allies, country, organization, or cause by acting in your own best interests or best interests of someone else those opposes the subject of your betrayal.

This is a feeling of admiration or deference for a person or other entity (such as a nation or a religion), and also specific actions and conduct representative of that esteem. This is represented in both words and actions you do.This principle gives you +1 to attack and +(1* your Samurai level) to damage against creatures whos CR is higher than your character level. Additionally for this feature to be active you must be within your weapons normal reach of target (Heavenly Strike does not apply) and target must not have any cteatures hostile to it in adjacent squares..You fail this principle by disrespecting someone in the matters where you are no better than them, being a hypocrite.

It is an attribute that implies that a person’s actions are justified, and can have the connotation that the person has been “judged” or “reckoned” as leading a life that is pleasing to God. You do not need to believe in a specific Deity to be Righteous. The ideas of greater good or other ideologies often justify your actions.
This principle gives you an ability to stay conscious when you are reduced to 0 hit points or below. The rules for being below 0 hit points stay the same with exceptions that you may move with the walking speed of 5ft and perform bonus actions. Every time you perform an action though you automatically fail your next death saving throw.You fail this principle by losing the faith in your cause, abandoning your goal or giving up on the task because you see no more point in it.

This is the ability to control one’s emotions and behaviour in the face of temptations and impulses.This principle gives you an advantage on all Wisdom and Charisma saving throws.You fail this principle by losing the control over your emotion and/or actions.

This is the virtue of one who speaks and acts truly about his or her own feelings, beliefs, thoughts, and desires.This principle gives you a bonus that doubles your Charisma modifier and Proficiency Bonus with following skill checks: Intimidation, Performance, Persuasion.You fail this principle by lying.

2016-02-08, 09:24 PM
First things first - In 5e a Samurai could just as easily be represented as a Fighter Archetype. I personally don't see a need to create an entirely new class for it, since a samurai is essentially a very disciplined fighter.

Second, many of these abilities are grossly OP, although I can't tell how many attacks the samurai gets; is it just 1 or do they get Extra Attack at some point? If they only have 1 attack that makes it slightly better.

Words of the Master is just... odd. Forcing a player to speak their actions aloud will happen 1 of two ways: either the player is doing that sort of thing anyway, and that requirement is moot, or the player will ask the DM to override that part, because they're not that kind of person. I would take that out.

Finally, I would tier the bushido principles. Immunity to fear shouldn't be a 3rd level ability and neither should doubling your proficiency bonus (although if you only ever get 1 attack per turn, this isn't too bad). The Respect principle is also odd - you have to be the only one near the enemy creature, and at 20th level the only creatures this would work against are Liches, Solars, Tarrasques, and the ancient dragons. If you know you're going to be fighting against those enemies at 20th level, this is ok, but if you're instead going against demons or devils, where the highest CR outside of homebrew is CR20 (demon lords in OoTA not included), it's a bit mediocre, but if you take it at 3rd level, there are plenty of things that are a higher CR than your character level, so you would have that advantage for nearly the entire game.

2016-02-08, 09:40 PM
Kenjutsu: Fine. Damage type rarely matters, so this is basically fluff.

Shikake-waza: Erm... Just kinda a weird ability. It basically only works if you have higher initiative, but if it does work, is fairly powerful.

Oji-waza: Criminy Christmas! An Auto-crit? At level 7? Take this for 7 levels, take Paladin or Rogue the rest, and you are a god. Flat out no, this is grossly overpowered.

Yoroi: Either okay (light armor), overpowered as hell (medium armor), or literally useless (heavy armor). Bounded accuracy, my friend.

Tengoku no Sutoraiki: This basically doubles damage if used in melee range. And you know what? For 15th level, that's honestly okay. I would just make it regular damage, though-Force damage is a little much.

Masuta no kotoba: Flat no. This is both dumb and overpowered.

I'm not even going to go over the rest, because this is an unfinished, unpolished piece of work. Add some tables, add some clarity, tone some powers down, and generally just make it better.