The Last of Your Kind
Once your clan stood tall. Fighting off whatever challenges arose. You were honourable warriors following the code of Bushido. But now you stand alone in your clans destroyed dojo. Bodies fill the courtyard both from your clan and another. No one else here is alive, of that you are sure. As you wonder aimlessly through your dojo you come across your master's body, clutched in his hand is your clan masters blade. You pick it up and begin your journey.
Creating the Last Samurai
What drives you to keep going? Is it your rage, your sorrow, or your honour?
Quick Build
You can make The Last Samurai quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Soldier or Folk Hero background.
hit dice:
1d5
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 (or 5) + Constitution modifier per level after 1st
armor proficiencies:
Light
weapon proficiencies:
Katana(Same as Rapier but does slashing instead of piercing), Rapier, Staff, Longbow, Shortbow
tools:
None
saving throws:
Wisdom, Dexterity
skills:
Choose two from Acrobatics, History, Athletics, Survival, Intimidation, and Insight
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Longbow and 20 arrows
- (a) A Katana or (b) Any other Samurai weapon as listed above
- (a) An explorer's pack or (b) a dungeoneer's pack
- Traveler's Clothes and 50 gp
If you are using starting wealth, you have 5d4x10 in funds.
spellcasting:
class features:
Samurai Path
At 1st level, you chose a Samurai Path. Choose between The Path of The Dragon's Fury, The Path of The Demon's Agony, Or The Path of The Warrior's Honour detailed at the end of the class description. Your choice grants you features at 1st level and again at level 3,7,10,13,15,and 18.(The DC for any saving throw in your Samurai Path is 8+your proficiency+ your Wisdom Modifier).
Keen Eye
Starting at 2nd level, you've learn to use the knowledge handed down by your master to find an opponents weak point. Because of this you may use Wisdom when you attack with a samurai weapon instead of Dexterity or Strength.
Samurai Path Feature(1)
At 3rd level, you gain a feature granted by your Samurai path.
Ability Score Increase
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
Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ability Score Increase
When you reach 6th 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.
Samurai Path Feature(2)
At 7th level, you gain a feature granted by your Samurai path.
Ability Score Increase
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.
Master of the Blade
Starting at 9th level you have begun to fully master your Samurai weapons. You now find it easier to hit opponents where they are the weakest. Your weapon attacks score a critical hit on a roll of 18, 19, or 20.
Samurai Path Feature(3)
At 10th level, you gain a feature granted by your Samurai path.
Extra Attack(2)
Starting at 11th Level,you can attack three times, instead of once, whenever you take the Attack action on your turn
Ability Score Increase
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.
Samurai Path Feature(4)
At 13th level, you gain a feature granted by your Samurai path.
Sixth Sense
Starting at 14th Level,you begin to feel the Ki that flows through all living things. This allows you to sense any hidden or invisible creatures within 10ft of you.
Additionally, as a Bonus Action you may focus your Ki on a target creature within 10ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.
You can focus your Ki three times, you regain all uses after a long rests.
Samurai Path Feature(5)
At 15th level, you gain a feature granted by your Samurai path.
Ability Score Increase
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.
Improved Sixth Sense
Starting at 17th Level, your Ki sensing abilities grow stronger. This allows you to sense any hidden or invisible creatures within 30ft of you.
Additionally, as a Bonus Action you may now focus your Ki on up to two target creatures within 30ft. While your Ki is focused you no longer feel the Ki of other creatures, just the target's Ki. As long as you are focused on a creature you have advantage on all attacks against that creature. If a creature leaves your Sixth Sense range you loose focus on that creature.
You can focus your Ki five times, you regain all uses after a long rests.
Samurai Path Feature(6)
At 18th level, you gain a feature granted by your Samurai path.
Ability Score Increase
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.
Extra Attack(3)
Starting at 20th Level, you can attack four times, instead of once, whenever you take the Attack action on your turn
subclass options:
Samurai Paths
Path of The Dragon's Fury
You fully embrace the anger brought on by the death of your clan. This anger allows you to wield the Dragon's fire to burn down any foe. But, be warned the Dragon's flames are not so easily tamed.
Dragon's Flames
Starting at 1st level when you choose this path, you start to control the fire of The Dragon. As a Bonus Action on your turn you can light yourself on fire for 1 minute (while on fire you take damage at the start of your turn equal to your fire die). While on fire your weapon attacks deal an extra fire damage based on your fire die.
If your HP hit 0 while you are on fire, your flames are extinguished. Your flames will also be extinguished by antimagic fields, cold damage, or any substantial amount of water.
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest.
Additionally, you gain resistance to fire damage and your fire die becomes 1d4
Dragon's Aura
Starting at 3rd level, you begin to burn even hotter while on fire. While you are on fire, any creature who ends there turn withing 5 feet of you must make a Constitution Saving Throw, on a fail they take damage equal to your fire die. On a success nothing happens.
Additionally, your fire die becomes 1d6.
Flame Burst
Starting at 7th level, your control on the flames grows, you are able to shoot bursts of flame from the bottom of you feet. While you are on fire, your movement speed is doubled.
Additionally, when you move at lest 30ft before making a successful melee attack on a creature, that creature take double your normal fire die.(i.e 1d8=2d8) Your fire die is now 1d8
Fired up
Starting at 10th level, you are always ready for a fight. When you roll initiative you may begin the fight on fire, this does not count against you uses of Dragon's Flames.
Additionally, when you roll initiative and have no uses of Dragon's Flames left you regain a number of uses equal to half your Wisdom modifier rounded down.
Blue Inferno
Starting at 13th level, your flames scorch the very earth you stand, so intense they turn blue. Your Dragon's Aura range increases to 15ft, and any one who succeeds the check now takes half damage instead of none.
Additionally, your fire die becomes 1d10
Fire Sense
Starting at 15th level, when you use Sixth Sense to focus on a creature it is engulfed in flames. It takes 1 fire die of damage at the start of each of its turns. The flame is extinguished if you stop focusing on them.
Additionally, any creature you are focused on takes double your normal fire die when you successfully hit with an attack.
Dragon's Last Breath
Starting at 18th level, when you drop to 0 HP, your flames burst out from you filling your Dragon's Aura. Any creature within your Dragon's Aura must make a Dexterity saving throw. On a fail they take 12 fire die of damage. They take half as much on a success.
Once you use this feature it can't be used again until after you finish a long rest.
Additionally, your fire die becomes 1d12
Path of The Demon's Agony
You are fully consumed by grief and sadness brought on by the death of your clan. All you care about is sharing your pain and spreading it through out others. Whilst healing your own broken heart.
Sweet Suffering
Starting when you choose this path at 1st level, you learn to savour the pain of others. Whenever you make an attack with a samurai weapon you may add 1d4 necrotic damage to the attack.
Additionally, when you deal necrotic damage you gain temporary hit points equal to half the necrotic damage you dealt. If the creature you dealt damage to dies, instead gain temporary hit points equal to the full amount of necrotic damage you dealt.
Wail of Agony
Starting at 3rd level, You can emit a deafening roar of pain, causing your enemies sadness and pain. As a Bonus Action on your turn, you can emit a Wail of Agony. All hostile creatures within 60ft must make a Constitution saving throw. On a success hostile creatures pity you and have disadvantage on attacks against you until your next turn. On a fail hostile creatures gain the Blinded(from tears in their eyes) and Deafened conditions for 30 seconds.
You may use this ability a number of times equal to your Wisdom modifier, you regain all uses after a long rest.
Weighing Grief
Starting at 7th level, you've learned to harness your agony into a physical weight in the form of large purple chains, relieving some of your own weight. Whenever you make a successful weapon attack on a creature its movement speed drops to 0 and it automatically fails all Dexterity Saving Throws until the end of your next turn.
Additionally, you gain 5 temporary hit points for each creature affected by Weighing Grief at the start of your turn.
Sooth Their Sorrows
Starting at 10 level, your ability to empathizes with your allies increases. Whenever a friendly creature within 10ft of you takes damage you may spend any number of temporary hit points to reduce that damage by the same amount.
Darkness My Old Friend
Starting at 13th level, While you have temporary hit points you gain resistance to bludgeoning, piercing, and slashing damage.
Additionally, whenever you use Sweet Suffering you may add 1d6 necrotic damage instead of 1d4.
Empathy Sense
Starting at 15th level, when you use Sixth Sense to focus on a creature it suffers from the affects of Weighing Grief. Also, whenever you take damage each creature your focused on must make a Wisdom Saving Throw. On a fail you deal an amount of damage equal to the damage you just took in necrotic damage. On a success nothing happens.
Demon's Final Tear
Starting at 18th level, when you drop to 0 HP, each friendly creature within 60ft gains temporary hit points equal to your max hit points.
You can't use this feature again until you finish a long rest.
Path of The Warrior's Honour
You fight against the anger and sorrow that threaten to consume you. Using your mastery of the blade, you fight with honour. Using the strength of your blade you plan to rebuild your clan.
Unarmored Defense
Starting when you choose this path at 1st level, while not wearing armor or wielding a shield your AC = 10 + your Dexterity Modifier + your Wisdom Modifier.
Warrior's Shield
Starting at 3rd level, you've learned the art of the parry. When you are attacked by a creature making a weapon attack you may attempt to parry as a Reaction, this adds +3 to your AC against this attack. You must decide to use Warrior's Shield before you know if the attack was successful or not.
Swift Strike
Starting at 7th level, you've mastered your weapon to the point where you are no longer disadvantaged against a longer reach. Your samurai weapons now have an additional 5ft of reach.
Additionally, You may make an Opportunity Attack on any hostile creature that enters your reach.
Proud Determination
Starting at 10th level, your parry grows even stronger. Whenever you successfully block an attack with Warrior's Shield you regain your reaction.
Additionally, any creature you have successfully used Warrior's Shield on has disadvantaged when attacking you until the start of your next turn.
Warrior's Presence
Starting at 13th level, you presence can be felt by your allies who fight alongside you. While you are not incapacitated all friendly creatures within 60ft of you(including yourself) deals an additional 1d6 of radiant damage when they successfully make an attack.
Additionally, all friendly creatures within your Warrior's Presence also has advantage on death saves.
Sharpened Sense
Starting at 15th level, When you use Sixth Sense to focus on a creature its movements become far easier to read. When you use Warrior's Shield against a creature you are focused on you gain +5 AC instead of +3 AC.
Additionally, when you successfully block an attack from a creature you are focused on with Warrior's Shield you may make an Opportunity Attack against the creature.
Honourable End
Starting at 18th level, when you drop to 0 HP, instead you may choose to drop to 1 HP and gain temporary hit points equal to your max HP. While you still have these temporary hit points you have resistance to all damage types, and at the end of each of your turns you gain a level of exhaustion. Also while Honourable End is active your movement speed is double, and you now score a critical hit on a roll a 15 or higher. You can end Honourable End and drop to 0 HP on your turn as a Bonus Action before doing anything else.
Additionally, When Honourable End is finished and you drop to 0 HP you gain a number of failed death saves equal to half your exhaustion level rounded down.
You can't use this feature again until you finish a long rest.
Level | Bonus | Features |
---|
1st | +2 | Samurai Path |
2nd | +2 | Keen Eye |
3rd | +2 | Samurai Path Feature(1) |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Increase |
7th | +3 | Samurai Path Feature(2) |
8th | +3 | Ability Score Improvement |
9th | +4 | Master of the Blade |
10th | +4 | Samurai Path Feature(3) |
11th | +4 | Extra Attack(2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Samurai Path Feature(4) |
14th | +5 | Sixth Sense |
15th | +5 | Samurai Path Feature(5) |
16th | +5 | Ability Score Improvement |
17th | +6 | Improved Sixth Sense |
18th | +6 | Samurai Path Feature(6) |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack(3) |
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