Punti Ferita
Competenze
Caratteristiche di Classe
Livello 1
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Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
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Livello 9
Competenze
light
medium
simple
martial
Equipaggiamento Iniziale
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.
Sen (Level 2)
Beginning at the 2nd level, you have learned to gather Sen charges inside your body. You may spend these charges to use a variety of samurai features. 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 gain the bonus action Focus. When you use focus, you gain 1 charge of Sen. If you are currently holding a charge of Sen, you double the number of Sen charges you currently have and then gain 1 Sen charge.
You can store a maximum number of Sen charges equal to your proficiency bonus. Your Sen charges fade after spending 1 minute outside of combat.
Higanbana (Level 2)
Also beginning at the 2nd level, you have learned to perform the sword art Higanbana. As an action, you spend one Sen charge to use Higanbana. You make a melee weapon attack against a creature, if you hit, the target creature makes a Constitution saving throw against your Sword Art DC.
On a failure, the creature is grieviously wounded by your attack and at the start of each of their turns for the next minute, they take 1d4 slashing damage. As an action they may attempt to stop the bleeding by attempting the Constitution saving throw again.
At 5th level, when you use the Attack action with the Extra Attack feature, you may spend one Sen charge to replace the second attack with Higanbana.
Code of Honor (Level 2)
At 2nd level, when performing Charisma ability checks on intelligent creatures which you know have an organized martial background, you have advantage on the check.
Samurai Archetype (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.
Third Eye (Level 3)
Also beginning at 3rd level, as a bonus action you may spend a number of Sen to enter a state of fierce focus. For the next minute, your weapon damage rolls gain a bonus equal to the number of Sen charges expended to activate Third Eye.
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.
Samurai Archetype Feature (Level 6)
At 6th level, you gain a feature granted by your Samurai Archetype.
Evasion (Level 7)
Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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.
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.
Studied Disciple (Level 9)
At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.
Samurai Archetype Feature (Level 10)
At 10th level, you gain a feature granted by your Samurai Archetype.
Hissatsu: Kyuten (Level 11)
At 11th level, as an action you may spend 1 Sen charge to perform a wide sweeping attack around yourself. Each creature within 5ft. of you makes a Dexterity saving throw. On a failure, they take damage equal to your weapon damage + your Wisdom modifier, and half as much on a success.
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.
Whispers of the Kami (Level 13)
At 13th level, you have learned to attune yourself to the world around you and listen to the spirits which surround you. Select two of the following spells: augury, detect evil and good, speak with dead, or speak with plants. You may cast either spell once before requiring a long rest.
Samurai Archetype Feature (Level 14)
At 14th level, you gain a feature granted by your Samurai Archetype.
Effective Meditation (Level 15)
At 15th level, if you spend hit die during a short rest, the next time you roll initiative you gain 1 Sen charge.
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.
Artisan of Combat (Level 17)
Starting at 17th level, while wielding a versatile weapon with two hands, your weapon attacks score a critical hit on a roll of 18-20.
Midare Setsugekka (Level 18)
At 18th level, as an action, you may spend any number of Sen you have saved to a maximum number equal to your Wisdom modifier. You may make a melee weapon attack for each Sen charge you spent. You may not have moved prior to using this feature and may not move afterwards.
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)
At 20th level, as a bonus action you turn your body into a conductor for Sen energy. You gain Sen charges equal to your Proficiency Bonus. You may only do this once. You must finish a long rest to use Meikyo Shisui again.
Multiclasse
Requisiti Multiclasse
{"str":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Iaijutsu Style
Iaijutsu Style (Level 3)
You have trained in the traditional Iaijatsu style of swordplay. You are trained in delivering deadly blows with great power and precision.
Enpi
3rd-level Iaijutsu Style feature
Beginning at 3rd level, as an action you may spend one Sen charge to make a ranged weapon attack with a range of 30ft. using blades of wind. Make this attack and damage roll as though you are making a melee weapon attack. Attacks made in this way deal thunder damage.
Beginning at 5th level, you may make two ranged melee weapon attacks when you use Enpi.
Body of Steel (Level 6)
6th-level Iaijutsu Style feature
Starting 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.
Tenka Goken (Level 10)
10th-level Iaijutsu Style feature
At 10th level, as an action you may spend 2 sen to deliver a series of attacks with incredible speed and focus. You take melee weapon attack against all creatures in a 15ft. cone in front of you.
Hissatsu: Kaiten (Level 14)
14th-level Iaijutsu Style feature
At the 14th level, as a bonus action you may spend one Sen charge. Until the start of your next turn you add your Wisdom modifier to all weapon damage rolls you make.
Ronin
Ronin (Level 3)
You have cast off any ties you have to a master and have become a Ronin. Your sense of honour remains, but falls under no man's control. You are your own master and your fighting style has evolved to show this, allowing you to weave through battles with ease.
Hissatsu: Gyoten
3rd-level Ronin feature
At 3rd level, as an action you may spend one charge of your Sen to charge a target creature with lightning speed. Select a creature within 30ft. of you and move in a straight line towards them, stopping if you come in contact with an obstacle. This movement does not provoke attacks of opportunity. After doing so, you may make one melee weapon attack with advantage.
You must travel at least 10ft. to gain advantage on the attack.
Rascally Vagrant (Level 6)
6th-level Ronin feature
At 6th level, you have picked up some tricks of a thief in your travels. You gain proficiency in two of the following skills or tool set: Deception, Sleight of Hand, Stealth, or Theives' Tools.
Hissatsu: Yaten (Level 10)
10th-level Ronin feature
At 10th level, as an action you may spend one Sen charge to deliver a parting blow on a creature. You make a melee weapon attack with advantage. After making your attack you move straight backwards 10ft. without provoking an attack of opportunity.
Yukikaze (Level 14)
14th-level Ronin feature
At 14th level, you've learned to discern holes in your opponents guard, allowing you to make more effective strikes. As a bonus action, you may spend one Sen charge to add your Wisdom modifier to your weapon attack rolls until the start of your next turn.
The Blademaster
The Blademaster (Level 3)
A skillful offense may bring awe to a crowd, but it is a flawless defense which will keep you alive, or so a Blademaster would have you believe. These skilled swordsmen are patient warriors, prefering to dodge and counterattack their foes, rather than rush them down.
Hissatsu: Chiten
3rd-level The Blademaster feature
Beginning at 3rd level, when a creature makes a melee weapon attack against you, you may use your reaction to make an attack of opportunity against the creature.
Nothing Ventured (Level 6)
6th-level The Blademaster feature
At 6th level, your defensive fighting style and cool head have helped you learn how to best discern the location of traps. You have advantage while making Wisdom Perception and Intelligence (Investigation) checks while looking for traps and hidden passages.
Mind's Eye (Level 10)
10th-level The Blademaster feature
At 10th level, when a creature makes a melee weapon attack against you, as a reaction you may spend a number of sen charges to increase your armor class by 1 for each charge spent. You must declare you are doing this before the die result is decided.
The Worm Turns (Level 14)
14th-level The Blademaster feature
At the 14th level, you may take two reactions in each round of combat. Additionally, while you are under the effect of Third Eye, non magical weapon damage you take is reduced by a number equal to your Wisdom ability modifier and creatures you hit with an Attack of Opportunity have their remaining movement reduced by 10ft.