Livspoeng
Kyndigheter
Klasseegenskaper
Niva 1
Niva 10
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Kyndigheter
light
medium
heavy
simple
martial
Startutstyr
Klasseegenskaper
Martial Virtues (Level 1)
While you are not wearing any armor nor a shield, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier.
When using armor you can use your Wisdom modifier instead of your Dexterity modifier. You ignore the modifier's limitation for medium armor.
Weapon Master (Level 1)
Starting at 1st level, you master the Katana, allowing you to utilize it to its utmost potential. You can master other weapons at 4th, 8th, 12th, 16th and 19th levels.
Katana
Longswords counts as finesse weapons for you. You can draw it or sheathe it as a part of an action, bonus action or reaction, with no extra interaction cost.
Posture Bonus
You gain 1 armor class
Wakizashi
When you engage in two-weapon fighting, you can use a combination of a shortsword and a longsword, and add your ability modifier to the damage of the second attack.
Posture Bonus
You don't provoke opportunity attacks.
Yumi
As a bonus action, if you reduced a creature to 0 hit points in the same turn, you can make a ranged weapon attack with a longbow. Attacking at long range with it doesn't impose disadvantage.
Posture Bonus
You gain +2 to attack rolls, but -1 armor class.
Naginata
While you are wielding a glaive, other creatures provoke an opportunity attack from you when they enter your reach.
Posture Bonus
You gain advantage on opportunity attacks.
Nodachi
Before you make a melee attack with a greatsword, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Posture Bonus
Add your wisdom modifier to damage rolls.
Tetsubou
Your greatclub deals 1d12 instead 1d8 damage. Whenever you have advantage on a melee attack roll you make with the greatclub and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. Parrying with the greatclub gives the attacker disadvantage on its next attack roll.
Posture Bonus
You can perform a parry with the greatclub.
Posture (Level 2)
At 2nd level, you can use a bonus action to gain posture: This gives you a specific bonus depending on the weapon you are holding, until the start of your next turn. Posture bonus are shown in the weapon master feature. You need to master a weapon in order to obtain its posture bonus.
Fighting Spirit (Level 2)
At 2nd level, you get an amount of spirit points equal to your Wisdom modifier. Spending one of these points allows you to perform special techniques. These points are recovered after a long rest.
Parry (Level 2)
At 2nd level, if you are holding or can draw a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
When you perform a Parry, you can choose to spend 1 spirit point to perform a Perfect Parry and double your proficiency bonus for the bonus AC. If you do so and deflect the attack, you gain advantage on your next melee weapon attack if it is against the creature that provoked the parry.
Code of Honor (Level 3)
At 3rd level, you choose your code of honor. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Mindful Sense (Level 4)
At 4th level, you can spend 1 spirit point and a bonus action to get 30 feet blindsight for 1 minute, but you're blind beyond that range for the duration. You can use a bonus action again to finish the effect.
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.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Tireless Spirit (Level 5)
Starting at 5th level, you gain the following benefits if your hit points are below 50% of your max hit points:
Breath of Life
You regain 1 spirit point every time you reduce a creature to 0 hit points or make a critical hit.
Breath of Nature
At 11th level, your weapon attacks score a critical hit on a roll of 18-20.
Rapid strike
At 17th level, if you take the Attack action on your turn and have advantage on an attack roll against one of the targets, 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.
Code feature (Level 6)
At 6th level, you gain a feature from your chosen Code of Honor.
Living Force (Level 7)
At 7th level, spend 1 spirit point and bonus action to imbue a weapon of your choice and obtain one of the following effects for 1 minute:
Fire Weapon
Use a flask of oil (1sp) to imbue a weapon with fire. The weapon has a +1 bonus to attack rolls and deals an extra 1d4 fire damage. Enemies within 5 feet of you have disadvantage on Wisdom (Perception) checks.
Divine Blessing
Use a sprinkling of holy water or powdered silver (1gp) to imbue a weapon with a divine blessing. Your weapon becomes magical with a +1 bonus to attack rolls and damage rolls for the duration. If an aberration, celestial, elemental, fey, fiend, or undead is hit with this weapon, they have disadvantage on attack rolls and creatures can't be charmed or frightened by them until the end of their next turn.
Vortex Strike
Use a rare incense (5gp) to imbue a weapon with a vortex of wind. The next time you hit a creature with the weapon before this effect ends, your attack has a banishing effect. If this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. It the attack isn't strong enough to banish the target, then it behaves as if under the effects of the Confusion spell until the end of its next turn.
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.
Skilled (Level 9)
At 9th level, choose three of your skill proficiencies. You can add your wisdom modifier to any ability check you make that uses either of the chosen proficiencies.
It can't stack with similar features.
Code feature (Level 10)
At 10th level, you gain a feature from your chosen Code of Honor.
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.
Overhead Strike (Level 13)
At 13th level, spend 1 spirit point, your bonus action and make a two-handed melee weapon attack against a creature. Immediately, you can make another attack, also two-handed, with advantage against the same creature. If the second attack has advantage, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
Code feature (Level 14)
At 14th level, you gain a feature from your chosen Code of Honor.
Relentless Spirit (Level 15)
At 15th level, if you fail a death saving throw or a saving throw against being charmed or frightened, you can spend 1 spirit point and succeed it instead.
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.
Strength Before Death (Level 18)
At 18th level, if you take damage that reduces you to 0 hit points, you can use your reaction and all of your remaining spirit points 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.
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.
Fullmoon Slash (Level 20)
At 20th level, when you use a weapon with slashing damage to make an attack roll with advantage, if it's a critical hit and the lowest of the two d20 rolls would also hit the target, double the damage of your attack against the creature. If both d20 score a critical hit, then triple the damage and regain all your spent spirit points.
Multiklassing
Multiklassekrav
{"wis":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Dishonored
Supress Presence (Level 3)
When you choose this code at 3rd level, your discipline and attention to detail allow you to excel in stealthy situations. Whenever you make a Dexterity (Stealth) check, you gain a bonus to the check equal to your Wisdom modifier.
Deathblow (Level 3)
Also at 3rd level, if you are hidden from a creature within 15 feet of you, you can spend 1 spirit point to remain hidden while you move towards it, spending movement as normal. If you do, you can make a melee weapon attack with a finesse weapon against that creature deals an extra damage of a number of d6 equal to half your samurai level rounded up. You aren't revealed even while you are clearly visible until that attack resolves.
Bloodsmoke (Level 6)
At 6th level, when your hit points are below 50% of your max hit points, when you reduce a creature to 0 hit points, you also turn the spraying blood of the victim to smoke allowing you to be automatically hidden. The smoke cloud has a 5 feet radius and blocks vision. Darkvision can't see through it.
Flowing Water (Level 10)
At 10th level, if you perform a Perfect Parry, inmediately or after your next melee weapon attack, you can choose to teleport yourself from your current location to any unoccupied space within 30 feet that you can see. You can only bring your equipment with you.
Blink (Level 14)
At 14th level, you can spend 1 spirit point and a bonus action to teleport yourself from your current location to any unoccupied space within 30 feet that you can see. You can only bring your equipment with you. If the target area is at least lightly obscured and you were hidden, you can remain hidden and can perform a Deathblow to a creature within 15 feet of the target area. If the target area is not obscured, you can still perform a Deathblow to a creature within 5 feet of the target area. You don't spend additional spirit points to perform Deathblows with this feature.
Fushigiri
Cursed Weapon (Level 3)
When you choose this code at 3rd level, one of your weapons of your choice becomes cursed. You can't get rid of this weapon, lose it or destroy it. Inexplicably, it always comes back to you one way or another.
Every time you make a damage roll with your cursed weapon, you add an extra 1d6 necrotic damage, but you also receive that damage.
In addiction, you can recover 1 point of exhaustion every time you reduce a creature to 0 hit points.
Soul Reaping (Level 3)
Also at 3rd level, you can spend 1 spirit point to reap the souls of the living with your cursed weapon. All weapon attacks you do in this turn with your cursed weapon against non-undead creatures do an extra 1d10 necrotic damage. At the end of the turn, you heal for the same amount of necrotic damage done.
Empowered Cursed Weapon (Level 6)
At 6th level, when your hit points are below 50% of your max hit points, your cursed weapon does 1d10 necrotic damage instead and doesn't cause recoil damage.
Projected Force (Level 10)
At 10th level, if you perform a Perfect Parry and your next attack with your cursed weapon hits the creature that triggered the Parry, it heals you for the same amount of damage done.
Corpse Posession (Level 14)
At 14th level, when you kill a Medium or Small humanoid with your cursed weapon, you can spend 1 spirit point to imbue the target with a foul mimicry of life, raising it as a zombie (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it.
Ronin
Vigilant (Level 3)
When you choose this code at 3rd level, you gain a +5 bonus to initiative while you are conscious. If you are surprised you can forgo this bonus to not be surprised.
In addition, other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Ascending Carp (Level 6)
At 6th level, when your hit points are below 50% of your max hit points you can make a melee weapon attack as a part of the reaction when performing a Parry. If the attacker is 10 feet away, you can close the gap by moving 5 feet forward. If you choose to disarm with this attack, the attack roll doesn't get disadvantage if the attacker holds its weapon with two hands.
Descending Carp (Level 10)
At 10th level, if you perform a Perfect Parry and your next attack roll hits the creature that triggered the Parry, the target must use its reaction, if available, to move 15ft away from you and become frightened.
Dragon Flash (Level 14)
At 14th level, spend 2 spirit points and your action, and choose up to five creatures you can see within 30 feet of you. Make a melee weapon attack with a longsword against each target. On a hit, a target takes 6d10 slashing damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. You do not get spirit points by scoring a critical hit or reducing creatures to 0 hit points with this action.
Yojimbo
Protection (Level 3)
When you choose this code at 3rd level, you can spend 1 spirit point and your reaction to force an attack targeted at someone other than you that is within 5 feet of you to target you instead.
In addition, you can use the Help action as a bonus action.
Duty (Level 6)
At 6th level, when your hit points are below 50% of your max hit points and a hostile creature takes the attack action against an ally within 30 feet of you, you regain 1 spirit point.
Entrust (Level 10)
At 10th level, if you perform a Perfect Parry, your allies within 10 feet of you get an extra d6 on the next attack roll or saving throw they do, until the end of your next turn.
Zanmato (Level 14)
At 14th level, spend 1 spirit point and your action, and choose a creature within 5 feet. The target must make a Dexterity saving throw (DC 8 + your Proficiency bonus + your Wisdom modifier). If the creature's CR is not higher than your wisdom modifier and fails the saving throw, the creature is instantly executed. If its CR is higher and fails the saving throw, then you do 10d8 slashing damage and half as much if the creature succeeds the saving throw. You don't regain spirit points by reducing a creature to 0 hit points with this skill.