The Samurai Is Back

Voi_D_ragon

Explorer
Alright,so, I posted this class a couple of months ago, and received a lot of help fleshing it out. Unfortunately the thread, along with my old account, was lost in the database issue.
So, I re-present you the samurai class, with one small question:

I need help with the Level 1 Features. Is Samurai Training too much along with Fighting Styles? Are Fighting styles to much together with Fighting Stances?Thanks in advance.

(There are also two backgrounds at the end of the class. Note that samurais are not bound to these, and they are not bound to the class, I just wanted to give extra flavor options for players.)



Edit: anything that has been corrected will be in red, while any corrections or clarifications will be in blue.

Samurai

[TABLE="width: 637"]
[TR]
[TD="width: 208"] Level[/TD]
[TD="width: 208"] Proficiency Bonus[/TD]
[TD="width: 210"] Features[/TD]
[/TR]
[TR]
[TD="width: 208"] 1st[/TD]
[TD="width: 208"] +2[/TD]
[TD="width: 210"] Samurai Training, I Shall not Bow, Fighting Style[/TD]
[/TR]
[TR]
[TD="width: 208"] 2nd[/TD]
[TD="width: 208"] +2[/TD]
[TD="width: 210"] Focus, Fighting Stances[/TD]
[/TR]
[TR]
[TD="width: 208"] 3rd[/TD]
[TD="width: 208"] +2[/TD]
[TD="width: 210"] Budo Archetype[/TD]
[/TR]
[TR]
[TD="width: 208"] 4th[/TD]
[TD="width: 208"] +2[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 5th[/TD]
[TD="width: 208"] +3[/TD]
[TD="width: 210"] Extra Attack[/TD]
[/TR]
[TR]
[TD="width: 208"] 6th[/TD]
[TD="width: 208"] +3[/TD]
[TD="width: 210"] Meditation, Fighting Stance[/TD]
[/TR]
[TR]
[TD="width: 208"] 7th[/TD]
[TD="width: 208"] +3[/TD]
[TD="width: 210"] Budo Archetype Feature[/TD]
[/TR]
[TR]
[TD="width: 208"] 8th[/TD]
[TD="width: 208"] +3[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 9th[/TD]
[TD="width: 208"] +4[/TD]
[TD="width: 210"] A Matter of Honor, Fighting Stance[/TD]
[/TR]
[TR]
[TD="width: 208"] 10th[/TD]
[TD="width: 208"] +4[/TD]
[TD="width: 210"] Budo Archetype Feature[/TD]
[/TR]
[TR]
[TD="width: 208"] 11th[/TD]
[TD="width: 208"] +4[/TD]
[TD="width: 210"] Extra Attack (2)[/TD]
[/TR]
[TR]
[TD="width: 208"] 12th[/TD]
[TD="width: 208"] +4[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 13th[/TD]
[TD="width: 208"] +5[/TD]
[TD="width: 210"] Flowing Stances, Fighting Stance[/TD]
[/TR]
[TR]
[TD="width: 208"] 14th[/TD]
[TD="width: 208"] +5[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 15th[/TD]
[TD="width: 208"] +5[/TD]
[TD="width: 210"] Archetype Feature[/TD]
[/TR]
[TR]
[TD="width: 208"] 16th[/TD]
[TD="width: 208"] +5[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 17th[/TD]
[TD="width: 208"] +6[/TD]
[TD="width: 210"] Improved I Shall not Bow, Fighting Stance[/TD]
[/TR]
[TR]
[TD="width: 208"] 18th[/TD]
[TD="width: 208"] +6[/TD]
[TD="width: 210"] Improved A Matter of Honor[/TD]
[/TR]
[TR]
[TD="width: 208"] 19th[/TD]
[TD="width: 208"] +6[/TD]
[TD="width: 210"] Ability Score Improvement[/TD]
[/TR]
[TR]
[TD="width: 208"] 20th[/TD]
[TD="width: 208"] +6[/TD]
[TD="width: 210"] Budo Archetype Feature[/TD]
[/TR]
[/TABLE]
Bowing in front of his lord, the armored warrior picks up his helmet and turns on his heel, exiting the palace’s keep. Before him, the defenders are buckling under the weight of the enemy’s numbers.Narrowing his eyes, the warrior picks his targets, then, in a flash,draws his sword. Half a dozen attackers fall without even noticing the unbelievably swift blade of the warrior that cuts them down as he rushes past, headed for their general.
A meditating warrior is disturbed by a sensation of filth in his mind.Uncrossing his legs, he picks up his weapon and heads for the window.Outside, a disgusting Oni is intent on opening the window of a nearby house. Taking a running start, he jumps out of the window, his sword a sliver of silver in the moonlight. His first slash takes off the demon’s arm at the shoulder, spraying the wall with ichor. As the abomination turns to flee, the Oni-Sureiyaa speaks a word in an ancient tongue, freezing it in place before closing in for the kill.
Two warriors confront one another in a deserted street. One is nervous,eyes darting to and fro, sweat slicking his sword’s handle. The other is still as a rock, his eyes hard and determined as he studies his enemy. The first fighter rushes forward, hoping a sudden attack will win him the duel. With nonchalance, the experienced kensei sidesteps and opens his enemy from shoulder to hip with a single stroke of his sword.
Samurai are many and varied,each with a different story and goal, but formidable warriors one and all, whose determination allows them to resist blows that would be fatal to any other man through sheer force of will and then cut down their enemy with a final attack.

Class Features

As a Samurai, you gain the following class Features
Hit Points
Hit Dice: 1d10 per samurai level
Hit Points at 1stLevel:10+ your Constitution modifier
Hit Points at Higher Levels: 1d10(or 6)+ your Constitution modifier per samurai level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Strength,Constitution
Skills: choose two skills from Athletics, Acrobatics, Animal Handling, History, Intimidation, Perception and Stealth Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
•a) chain shirt or b) leather, longbow and 20 arrows
•a) two martial weapons or b) 4 simple weapons
•a) an explorer’s pack or b) a dungeoneer’s pack

Fighting Style

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.
-Defense: While you are wearing armor, you gain a +1 bonus to AC.
-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.
-Hand and a Half: When wielding a versatile weapon in two hands, you gain a +1 to attack and+1 to damage.



Samurai Training
Whenever you use a weapon that does not have the Heavy or Reach property, you can choose to use your Dexterity Modifier in place of your Strength modifier. If the weapon has the Finesse property, ignore these restrictions.


I Shall not Bow
You can muster your last reserves of vitality to finish off a mighty enemy. As a free action on your turn, you may choose a creature. For one minute, the next time an attack, ability or spell from that creature would bring you to 0 hit points or less, you may choose to fall down to 1 hit point instead. If you choose to take the full damage, this feature is not expended and you may use it again after the end of the current encounter. Whenever you take damage that would bring you to 0 hit points or less, you may choose instead to fall to 1 hit point. If you choose to take the full damage, this feature is not expended and you may use it as soon as you regain a least 1 hit point.
This feature recharges on a long rest. Starting at 17thlevel,this ability recharges instead on a short or long rest.


Focus
Starting at second level, you can focus your mind on your weapon, allowing you to be more efficient for a short period of time. As an action, you may focus: you are treated as if you were concentrating on a spell. If your concentration is not broken, at the beginning of your next turn he may choose to continue focusing: for each turn spent focusing, you gain a +1 bonus to attack and damage rolls, to a maximum of +3, on every attack you make on your following turn. While focusing, you have disadvantage on attacks of opportunity.



Fighting Stance

Beginning at 2ndlevel, you learn various stances that allow you to be more efficient in combat. Provided you are in combat (initiative has been rolled),you may enter a stance as a bonus action on your turn; on the turn you enter a stance or switch from one stance to another, all melee attacks directed against you have advantage. Switching from one stance to another requires a bonus action. You gain the benefits of a stance until you switch to another stance or exit the one you are currently in (no action required); if combat ends, you must immediately exit your stance. You may never have two stances active at the same time. Each particular stance grants you new abilities, as listed below:
-Viper: as a reaction, you may impose disadvantage on the next melee attack against you. If the attack misses, you may immediately attack the creature that missed as a free action. part of the same reaction.
-Tiger: if you hit a creature with more than 1 consecutive attack (this carries on between turns), you inflict an extra 1d4 damage for each consecutive attack that hit it before the current one (to a maximum of 5d4). You must be at least level 5 to learn this stance.
-Monkey:you may make an unarmed strike as a bonus action on your turn and you may Use an Object as a bonus action. You may utilize these features even if your hands are both occupied, but may not use an object that requires an opposable thumb if you use your feet (eg open a bottle or turn a doorknob)
-Mantis: whenever an opponent misses you with a melee attack, you can use your reaction to force a Str or Dex saving throw (their choice)DC=8+Str/Dex modifier (your choice)+your proficiency modifier. If the target fails its save, it falls prone and make a shove attack against it. If you chose to knock the creature prone, it loses all remaining movement this turn.
-Crane:you have advantage on saving throws Strength(Athletics) and Dexterity (Acrobatics) checks to avoid grapples and pushes. If you pass one such saving throw, you can use your reaction to make an attack against the creature that forced the saving throw ability check.
-Rhino: when you would be hit with a ranged attack, you may use your reaction to add your proficiency bonus to your AC against ranged attacks for one turn. This bonus is added to your AC against the triggering attack as well, potentially causing it to miss.
You learn two stances at 2ndlevel and one more at each of these levels:6th,9th,13th,18th.

Budo Archetype
At 3rd level, you choose an archetype that you strive to emulate. Choose Swift Blade, Kensei or Oni-Sureiyaa, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th,10th,15th, and 20th level.

Ability Score Improvement
When you reach 4thlevel, and again at 8th,12th,14th,16thand 19thlevel, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal,you can’t increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once,whenever you take an attack action on your turn. The number of attacks increases to three when you reach 11thlevel.

Meditation
When you take a short rest, you may choose to meditate for its duration.If you do, you must remain still, without undertaking any activity for at least one hour in a row. At the end of the rest, if you spend Hit Dice to regain hit points, you add your Wisdom modifier, in addition to your Constitution modifier, to each die rolled.

A Matter of Honor
When you use the I Shall not Bow feature to avoid falling to 0 hit points,you gain advantage on all attacks against the creature that dealt the damage until you are reduced to 0 hit points or until you are voluntarily healed by any friendly creature other than yourself. At18thlevel, any attacks that gain advantage through this feature add your Wisdom modifier to the damage they deal.


Flowing Stances
Starting at 13thlevel, you learn to switch your fighting stances more gracefully,leaving enemies a smaller opening to attack. From now on, when you change your fighting stance, all enemies adjacent to you may make an attack against you as a reaction, but you no longer grant advantage to attacks against you on the following turn.

Budo Archetypes



Swift Blade
The Swift Blade relies on speed and skill to defeat large numbers of enemies, quickly dispatching his first target before pouncing on the next one.

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Swift Cleave
When you choose this archetype at 3rdlevel, you learn how to rapidly jump from a finished enemy to a new one in succession. When you reduce a creature to 0 hit points with a melee attack in the first turn you are adjacent to them, you may immediately move up to half your speed and attack another creature as a free action.Continue until you fail to bring a creature to 0 hit points with the attack or until you have taken three of these free actions. In addition, you may Dash as a Bonus Action on your turn.
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Double Cleave
Starting at 7thlevel, you may attack each creature you target with the Swift Cleave feature twice.
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Rending Cleave
When you use a bonus action to Dash, any creature you move adjacent to suffers an additional 1d6 damage from your first attack against them.
-Wide Slash
During Swift Cleave, any creature adjacent both to you and the creature you are attacking risks being hit: if the attack roll used to hit your target would hit them, they are hit as well.
-Dodging Cleave
Once you reach level 20, you learn to move from one target to the next without the need to dispatch each one. Three times per long rest, you may use the Swift Cleave feature even if one or more of your targets was not reduced to 0 hit points during your first turn adjacent to them. When you move using the Swift Cleave feature, you do not provoke attacks of opportunity.


Oni-Sureiyaa

The Oni-Sureiyaa are demon hunters. They protect settlements and cleanse the countryside of all kinds of otherworldy filth.



-Spiritual Strike
At level 3, you know how to concentrate your ki into your strikes to help you dispatch the abominations you hunt. All your attacks count as magical for the purpose of overcoming resistances, but not immunities.




-Spiritual Awareness
The presence of strong evil registers on your senses like a noxious odor,and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend,or undead within 60 feet of you that is not behind total cover. You know the type (celestial,fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahdvon Zarovich, for instance).Within the same radius, you also detectthe presence of any place or object that has been consecrated or desecrated, as with the hallow spell.You can use this feature a number of times equal to 1 +your Wisdom modifier. When you finish a long rest, you regain all expended uses.



-Spellcasting
When you choose this archetype at third level, you learn to cast spells that help you destroy the unholy beings you hunt.
Cantrips: You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots: The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a longrest. For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast bless using either slot.
Spells Known of 1st-Level and Higher: Youknow three 1st-level paladin spells of your choice. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learnmore paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell Slots.
Spellcasting Ability: Wisdom is your spell casting ability for your paladin spells, since you gain your spells through meditation and self perfection. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier

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Improved Spiritual Strike
At 7thlevel, your ki has become sensitive to unholy beings,enabling you to deal more devastating strikes. All attacks against fiends and undead now deal an extra 1d8 force damage and count as magical for the purpose of overcoming immunities as well as resistances.



-Steel Soul
At 10thlevel, you have witnessed enough of the horrors perpetrated by the filthy beings you pursue to be resistant to their effects. You have advantage on Intelligence, Wisdom and Charisma saving throws against the abilities and spells of fiends and undead.

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Spiritual Anchor
At level 15, you have learned to speak words that will latch unholy beings to you, rendering all escape attempts futile. Once per short rest, you may force all undead and fiends within 30 feet of you to make a Charisma saving throw using your spellcasting modifier. If they fail, they cannot move more than 30 feet away from you or use teleportation magic or planar travel. They must reveal their true form, and all your attacks against them have advantage.



-Know the Unholy
At level 20, your ki becomes so attuned to damaging your enemies that all your hits against fiends and undead are automatically critical.If the roll of the attack’s d20 already would have confirmed a critical hit, you roll the damage dice 3 times instead of 2.





Kensei
The Kensei, or sword saints, pass their entire life studying the way of the sword, reaching unimaginable levels of focus during combat.


-Careful Observation
At 3rdlevel, when you focus, you learn to observe your opponents, giving you insight on where to strike. You gain 1d6 bonus damage to your attacks for every +1 you gain by focusing. All your attacks will count as a critical hit on a natural roll of 19-20.




-Improved Focus
At 7thlevel you gain a +2 bonus on the first turn you focus and you have advantage on saving throws to keep your focus.




-Improved Observation
Once you reach 10th level, your observation skills reach another level.You add 1d8 damage for every +1 bonus you gain from focusing.




-Greater Focus
Starting at level 15 you gain a +3 bonus on the first turn you concentrate




-Swift Focus
At 20thlevel, you learn to rapidly pour all your fighting spirit into your weapon. 3 times per short or long rest, you may focus as a bonus action. The first attack that hits an enemy creature after this focus is automatically a critical hit, and if a 19-20 was rolled, roll the dice 3 times instead of 2.















Backgrounds:


Ronin:
You have been a "wave-man", with no place to call home, for quite some time now. Maybe you once served a Daimyo as a trusted counselor, but those times are long gone: you now wander alone in the wilderness, surviving with what you find, what other people spare for your sake, and what you can take with your sword.
Tools&Languages: one language of your choice, one type of artisan's tools.
Skills: Survival ,Perception
Equipment: a quarterstaff, traveler's clothes, a trinket from home (roll once onthe trinket table) and a pouch containing 5 gp


Personality Traits:
1)I don't need anyone's charity; I'm fine on my own.
2)I am extremely grateful to my benefactors and will do anything to repay them.
3)My disgrace is temporary. Anyone who was below me before is still below me now.
4)Without my lord's guidance I feel lost.
5)I shamelessly accept anything I don't have to pay for, and in case anyone asks me to pay for something I already took, I am a very fast runner.
6)I never back down from a challenge.


Ideals:
1)By wandering I can help more people than I could staying in one place.(Good)
2)Serving one's lord even in disgrace is the ultimate sign of loyalty.(Lawful)
3)My honor comes before all else. (Lawful)
4)Under my lord, I was a servant. Now I'm my own master. (Chaotic)
5)I take what I want, from who I want. (Evil)
6)You live by the sword. You die by the sword. (Any)


Bonds:
1)My fall was orchestrated by my enemies. I will redeem my honor.
2)I left my home because of a terrible crime. The authorities are still searching for me.
3)I had a terrible fallout with my lord, and although he seeks my services once more, I have not forgiven him.
4)A loved one was killed by a wandering warrior. I set out to find him.
5)I left my home to follow the footsteps of my master. I hope to meet him again someday.
6)I must become the strongest of warriors. By wandering I can confront myself with the best of the best.


Flaws:
1)I am overly suspicious of anyone I meet.
2)The best way to get to know a new place is by starting a fight.
3)I am unable to keep my expenses in check.
4)Any slight to my honor is a deadly insult.
5)I see no reason to repay my debts, be they material or of gratitude.
6)I will gladly let others fight in my place.


Feature:Old Friend.
No matter the reason you left your home, one person there is still loyal to you. They can send you information on that are happening home and,if need be, help you get in without being noticed or bring you an important object from inside.


Hatamoto
You are one of the Daimyo's (or Shogun's) bannermen. When out on official business you speak with their authority, and in battle you lead your lord's troops to victory. You may have taken up adventuring to complete a secret mission for your lord, or to win their favor by proving yourself superior to other court members.
Tools&Languages: one language of your choice, Dragonchess Set or one type of musical instrument.
Skills: History ,Insight.
Equipment: a stem or banner of your lord, Dragonchess Set or one type of portable musical instrument (choose based on your proficiency), a map of your home region and a pouch containing 15 gp


Personality Traits:
1)I proudly display my lord's colors even when this might not be convenient.
2)Subterfuge is for cowards, I prefer approaching my foes openly.
3)I always think carefully before acting.
4)I become restless if I am not in a position of power.
5)I follow my lord's orders without question.
6)I fight in the front lines alongside the lowly footmen.


Ideals:
1)I was put in a position of power to help those below me. (Good)
2)My loyalty is unwavering unto death. (Lawful)
3)Hierarchy means nothing compared to merit. (Chaotic)
4)I will rise to a position of power above that of my lord, and nothing will stop me. (Evil)
5)I must enforce the laws of the kingdom, even if they seem unfair.(Lawful)
6)I must better myself in order to achieve my goals. (Any)


Bonds:
1)My lord elevated me from a lowly soldier to the position I have now. I am forever in his debt.
2)My life was saved in battle by a peasant. I cannot elevate his social standing, but I take care of him and his loved ones.
3)My master betrayed my lord, and my loyalty is torn between the two of them.
4)I developed a secret admiration for my lord's greatest enemy. I could never bring myself to kill him.
5)I am secretly in love with my lord's daughter/son, but their hand has already been promised in a political marriage.
6)I once failed in a vital task, and wish to prove myself worthy of my lord's trust once more.


Flaws:
1)I trust the judgment of those above me far too much.
2)I act honorably and expect my enemies to do the same.
3)Nobody insults my lord. Nobody.
4)Those below me are little more than insects.
5)Either you are with my lord or you are against him. And me.
6)My martial prowess is greatly exaggerated. Most of my successes are flukes.


Feature:Lord's Influence.
You are a symbol of your lord's authority, and this makes you an object of admiration for his followers and a target for his enemies. You may request favors from supporters of your lord or give orders to followers that are lower along the hierarchy than you. Your lord's enemies, however,will never willingly help you, and may actively oppose you.
 
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A few things spring to mind as I go through it:

Samurai Training: What specific purpose in the balancing of stats or game mechanics is this required for? Or is it there for another reason?

I shall not bow and others: There is no such thing as a free action in 5e. If the intent is that something doesn't take any part of a round and can be repeated during a round, just don't call it an action.

I shall not bow: This costs noting to activate, isn't expended unless its actually used, and can be swapped around freely. I think it could easily be simplified by removing duration and requirement to pick a target.

Fighting stances: You might need to clear up the language on this: do you only pick one stance to know each time you get the ability?
Also: free actions again. The majority of these 'free actions', particularly any involving making attacks or similar out of your turn should be Reactions.

Crane: The majority of grapples and pushes in the game are resolved with opposed Strength (Athletics) checks, not saving throws.

Budo Archetypes: Some of these come across as very powerful when compared to their current equivalents, particularly when based on the already-powerful Samurai class. You should probably have a look at the current archetypes that match the concepts that you were going for, such as the Ranger Hunter Horde-breaker options for Swiftblade etc.

Most of the class and archetype abilities also seem to be directly combat-related. Even Fighters and their archetypes seem to have more capability outside of a fight than your Samurai class. You might want to swap some of your abilities for ones that could be of use outside of combat.
 

Well, after your introduction that was all about sword, sword, sword-- I was going to point out that any humans from which the concept is derived used polearms and bows with equal or greater frequency than the oftenworshipped sword. But in the initial review of thewactual stats, I see little that enforces the linited concept of Japanese warriors espoused in the fluff.
 


The Battlemaster can already emulate many aspects of the historical Samurai, including potential proficiencies in calligraphy or something similar.

You should consider comparing what this class can do as compared with a Battlemaster on a level-by-level basis to ensure you're not overpowering this class. Also, based on what I know about Samurai, the theming here is incredibly odd; it has lots of magical and quasi-magical abilities and seems far removed from the Japanese cultural equivalent of a European knight.
 

A few things spring to mind as I go through it:

Samurai Training: What specific purpose in the balancing of stats or game mechanics is this required for? Or is it there for another reason?

It's a feature meant to replace the original Samurai training, which gave you Medium armor Master and allowed you proficiency in some weapons that were statted as longsword, glaive and shortsword but had the finesse property

I shall not bow and others: There is no such thing as a free action in 5e. If the intent is that something doesn't take any part of a round and can be repeated during a round, just don't call it an action.
True, I was called out on this in the original version; I'll get to correcting those.


I shall not bow: This costs noting to activate, isn't expended unless its actually used, and can be swapped around freely. I think it could easily be simplified by removing duration and requirement to pick a target.
Makes sense, it is really kind of fiddly.

Fighting stances: You might need to clear up the language on this: do you only pick one stance to know each time you get the ability?
Also: free actions again. The majority of these 'free actions', particularly any involving making attacks or similar out of your turn should be Reactions.
Most of them are reactions actually, only Viper has free action written in it. I'll clarify the initial description to make it easy to understand how they work.

Crane: The majority of grapples and pushes in the game are resolved with opposed Strength (Athletics) checks, not saving throws.
Noted, and will correct the description

Budo Archetypes: Some of these come across as very powerful when compared to their current equivalents, particularly when based on the already-powerful Samurai class. You should probably have a look at the current archetypes that match the concepts that you were going for, such as the Ranger Hunter Horde-breaker options for Swiftblade etc.

Most of the class and archetype abilities also seem to be directly combat-related. Even Fighters and their archetypes seem to have more capability outside of a fight than your Samurai class. You might want to swap some of your abilities for ones that could be of use outside of combat.

Alright, this is trickier, if for the simple fact that I seriously suck at creating "ribbon" abilities. I'm gonna need help and suggestions here.
 

The Battlemaster can already emulate many aspects of the historical Samurai, including potential proficiencies in calligraphy or something similar.

You should consider comparing what this class can do as compared with a Battlemaster on a level-by-level basis to ensure you're not overpowering this class. Also, based on what I know about Samurai, the theming here is incredibly odd; it has lots of magical and quasi-magical abilities and seems far removed from the Japanese cultural equivalent of a European knight.

It is a fantasy samurai, it's not truly supposed to reflect historical fighting techniques or training, it's closer to the movie-ish aspect of the samurai (people jumping so high they basically fly, moving at incredible speed, cutting anything with the Katana of Death, etc) (alright, I hope this class is actually somewhat less ridiculous than a lot of those movies, but still, you get the point). (Also, magic, because D&D)

Well, after your introduction that was all about sword, sword, sword-- I was going to point out that any humans from which the concept is derived used polearms and bows with equal or greater frequency than the oftenworshipped sword. But in the initial review of the actual stats, I see little that enforces the limited concept of Japanese warriors espoused in the fluff.

As above, not historically accurate. Although, you may be correct about the bow part, I think most abilities trigger with melee only. I'll fix that.
 

What samurai movies do you watch where they have super powers? Granted, I've only seen a couple of samurai films (The Last Samurai, Seven Samurai), but they definitely didn't feature supernatural powers.
 

What samurai movies do you watch where they have super powers? Granted, I've only seen a couple of samurai films (The Last Samurai, Seven Samurai), but they definitely didn't feature supernatural powers.

I was thinking Samurai Jack really... ;), but some movies (especially chinese, which I know are not samurai, but still asian warriors) have those elements.
 
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Re-edited and corrected some things, which takes a really long time since it always logs me out of enworld if I try to do it all here and if I copy&paste from openoffice it messes up everything from font to size to spacing, so I have to re-correct everything again when I paste it.
 

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