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FFXIV - Samurai - Ronin

LEVEL PROFICIENCY BONUS FEATURES
1 +2 Artful Combat, Unarmoured Defense
2 +2 Sen, Higanbana, Code of Honor
3 +2 Samurai Archteype, Archetype feature, Third Eye
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Archetype feature
7 +3 Evasion
8 +3 Ability Score Improvement
9 +4 Studied Disciple
10 +4 Archetype feature
11 +4 Hissatsu: Kyuten
12 +4 Ability Score Improvement
13 +5 Whispers of the Kami
14 +5 Archetype feature
15 +5 Effective Meditation
16 +5 Ability Score Improvement
17 +6 Artisan of Combat
18 +6 Midare Setsugekka
19 +6 Ability Score Improvement
20 +6 Meikyo Shisui
hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Samurai level after 1st
armor proficiencies: Light, Medium Armour
weapon proficiencies: simple weapons, martial Weapons
tools: None
saving throws: Strength, Wisdom
skills: Choose two from Athletics, Acrobatics, History, Insight, and Intimidation.
starting equipment:

Equipment


You start with the following equipment, in addition to the equipment granted by your background
(a) a katana
(a) a short bow and 20 arrows
(a) an explorer's pack or (b) a dungeoneer's pack
a decorative scabard for your katana.
spellcasting:
class features:

Artful Combat

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.  

Unarmoured Defense

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

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 = 8 + your proficiency modifier + your Wisdom modifier.   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

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.  

Code of Honour

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

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

Third Eye

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

When you reach 4th level, and again at 8th, 12th, 16th, and 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

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

Evasion

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.  

Studied Disciple

At 9th level, you have balanced your might with your mind. You may learn any two skills which fall under Intelligence, Wisdom, or Charisma.  

Hissatsu: Kyuten

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.  

Whispers of the Kami

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. You must then finish a long rest to use Whispers of the Kami again.  

Effective Meditation

At 15th level, if you spend hit die during a short rest, the next time you roll initiative you gain 1 Sen charge.  

Artisan of Combat

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

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.  

Meikyo Shisui

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.
subclass options:

Ronin

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

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

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

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

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

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