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Punti Ferita

Dadi Vita 1d10 per livello

Competenze

STR , WIS

Caratteristiche di Classe

Livello 1

Artful Combat
Unarmored Defense
Fighting Style

Livello 10

Way of the Blade Feature

Livello 11

Renaissance Warrior

Livello 12

Ability Score Improvement

Livello 13

Precise Critical Dice +1

Livello 14

Way of the Blade Feature

Livello 15

Whispers of the Kami

Livello 16

Ability Score Improvement

Livello 17

Precise Critical Dice +2

Livello 18

Battlefield Artisan

Livello 19

Ability Score Improvement

Livello 2

Sen
Sword Artes

Livello 20

Meikyo Shisui

Livello 3

Way of the Blade

Livello 4

Ability Score Improvement

Livello 5

Extra Attack

Livello 6

Way of the Blade Feature

Livello 7

Spirit Infusion

Livello 8

Ability Score Improvement

Livello 9

Precise Critical

Competenze

Armor

light

medium

Weapons

simple

martial

Skills

Equipaggiamento Iniziale

(a) a katana
a decorative scabbard for your katana

Caratteristiche di Classe

Artful Combat (Level 1)

Beginning at 1st level, when wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 19 or 20.

Unarmored Defense (Level 1)

Also beginning at 1st level, While you are not wearing any armor, your Armor Class equals 10 + your Strength modifier + your Wisdom modifier. You can not use a shield and still gain this benefit.

Fighting Style (Level 1)

Beginning at 1st 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.

Dextrous Vitality

While you are wielding a versatile weapon with two hands, you focus on expertly controlling the weapon instead of increasing the power of your swings. The weapon gains the finesse trait and you gain a +1 to attack rolls. You must use the one handed damage of the weapon.

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 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.

Two-Weapon Fighting

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

Sen (Level 2)

Beginning at 2nd level you've learned to manifest your fighting spirit as Sen within your body, and to use it to empower yourself in battle. You can have a maximum number of sen charges equal to your proficiency bonus + your wisdom modifier. When you roll initiative you gain Sen charges equal to your proficiency bonus.

As a bonus action, you can choose to meditate, gaining Sen equal to your proficiency bonus.

When a battle concludes your Sen charges remain in your body for 1 minute.

Sword Artes (Level 2)

Some samurai features require other creatures to make a saving throw, which is contested by your Sword Art DC as calculated below.

Sword Art DC

You can find a list of Sword Artes at the end of the class description.

Way of the Blade (Level 3)

At 3rd level, you select a way of the blade. The Iaijutsu focuses on delivering incredibly powerful attacks, the Blademaster, who lures and traps his opponents in counterattacks and the Ronin, who drifts about the battlefield, dancing through the fray.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

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

Way of the Blade Feature (Level 6)

At 6th level, you gain a feature granted by your Way of the Blade.

Spirit Infusion (Level 7)

Beginning at 7th level, you have learned to infuse your blade with your sen to create supernatural effects. As a bonus action you may spend 2 Sen charges to change the damage type of your weapon attacks for 1 minute. Your weapon damage can be changed to one of the following: fire, cold, thunder, lightning and deals bonus damage equal to your proficiency bonus.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Precise Critical (Level 9)

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Way of the Blade Feature (Level 10)

At 10th level, you gain a feature granted by your Way of the Blade.

Renaissance Warrior (Level 11)

At 11th level, you've kept your mind as sharp as your blade during your travels. You can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Precise Critical Dice +1 (Level 13)

Beginning at 13th level, your Precise Critical Dice is increased to two additional dice.

Way of the Blade Feature (Level 14)

At 14th level, you gain a feature granted by your Way of the Blade.

Whispers of the Kami (Level 15)

Beginning at 15th level, you have learned to attune yourself to the unseen world around you and listen to the spirits which surround you. You may cast the following spells: Augury, Detect Evil and Good, Speak with Dead, or Speak with Plants. You may cast each of these spells once. You must then finish a long rest to use Whispers of the Kami again.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Precise Critical Dice +2 (Level 17)

Beginning at 14th level, your your Precise Critical Dice is increased to three additional dice.

Battlefield Artisan (Level 18)

Beginning at 18th level, your artful combat critical hit range is increased to 18-20.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Meikyo Shisui (Level 20)

Beginning at 20th level, when you roll initiative you begin battle with your maximum possible Sen charges.

Multiclasse

Requisiti Multiclasse

{"str":13}

Competenze Ottenute

Armor light
Skills Choose Scegli da Athletics, Acrobatics, History, Insight, Intimidation
Weapons rapiers

Sottoclassi

Caratteristiche Sottoclasse

Blademaster

Blademaster (Level 3)

The Blademasters have taken a more methodological approach to combat focused around positioning and being unflinching in the face of the enemy. Resisting strikes and out maneuvering their opponents to create the perfect opening is central to their approach to battle. Patient and calculated, Blademasters pressure their foes and punish their haste.

Strategic Edge

3rd-level Blademaster feature

Beginning at 3rd level, your attacks of opportunity have advantage on the attack roll.

Know Thy Enemy (Level 10)

10th-level Blademaster feature

Beginning at 10th level, when you make an attack of opportunity you attack twice.

The Worm Turns (Level 14)

14th-level Blademaster feature

Beginning at 14th level, you have two reactions per round in combat.

Iaijatsu

Iaijatsu (Level 3)

Samurai who train every day and practice the traditional forms and strikes eventually seek to elevate their art further. Relying on the basics of swordplay and special techniques they've thoroughly practiced, they willfully take on any opponent.

Rallying Spirit

3rd-level Iaijatsu feature

Beginning at 3rd level, when you use a sword arte, you may gain temporary hit points equal to #d4, where # is equal to the amount of Sen charges spent.

Steel Spirit (Level 6)

6th-level Iaijatsu feature

Beginning at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Tsubame-Gaeshi (Level 10)

10th-level Iaijatsu feature

Beginning at 10th level, when you use a Sword Arte in which you make more than one attack roll, you may use your bonus action to add an additional attack.

Spirit Cycle (Level 14)

14th-level Iaijatsu feature

Beginning at 14th level, when you use a sword arte, you regain half the sen charges spent when the arte costs more than 1 sen charge to use.

Ronin

Ronin (Level 3)

Ronins are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Ronins are notorious for the chaos they can cause when left alone behind enemy lines.

Rascally Wanderer

3rd-level Ronin feature

Beginning at 3rd level, you gain proficiency in Thieves Tools and Sleight of Hand. When you make a melee weapon attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Fleet of Foot (Level 6)

6th-level Ronin feature

Beginning at 6th level, your base movement speed is increased by 10 ft. If you have a climbing or swimming speed this increase applies to that too.

Wicked Speed (Level 10)

10th-level Ronin feature

Beginning at 10th level, you have advantage on initiative rolls. Until the end of your first turn your attacks have advantage and you have the benefit of the dash action.

Turning Swallow Cut (Level 14)

14th-level Ronin feature

Beginning at 14th level, when you use the Attack action or use a Sword Arte, you may expend your movement to outmaneuver your target. For every 10ft. of movement spent, you gain a +1 to your attack and damage rolls.