Samurai
Homebrew
Samurai (Moroa)
Il Samurai
Level | Proficiency Bonus | Features | Focus |
---|---|---|---|
1st | +2 | Focus, Second Wind | 1 |
2nd | +2 | Fighting Spirit | 1 |
3rd | +2 | Ordine del Samurai | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Ability Score Improvement | 2 |
7th | +3 | Samurai Order Feature | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | Indomitable | 3 |
10th | +4 | Samurai Order Feature | 3 |
11th | +4 | Extra Attack (2) | 3 |
12th | +4 | Ability Score Improvement | 4 |
hit dice:
1d10 per Samurai Level
hit points at 1st level:
10 + your Constitution modifier
hit points at higher levels:
1d10 (min 6) + your Constitution modifier per Samurai level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer’s pack or (b) an explorer’s pack
spellcasting:
class features:
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Samurai level. Once you use this feature, you must finish a short or long rest before you can use it again.Focus
Hai allenato corpo e mente a tal punto da essere degno di essere chiamato Samurai, in quanto tale, sei superiore a qualsiasi guerriero. Essendo un Samurai, possiedi il Focus: una risorsa utilizzabile in combattimento per assisterti. La quantita' di Focus massima dipende dal tuo livello, partendo con 1 Focus al livello 1. Per recuperare tutto il Focus speso e' sufficente un Short Rest (quindi anche con un Long Rest). Usare Focus equivale all'utilizzo di una Triggered Action a meno che non viene indicato diversamente dall'abilità. Un Samurai deve dedicarsi alla Via del Guerriero (Bushido), seguire i principi del Bushido aumenta il tuo Focus, mentre ignorarli porta Disonore e di conseguenza riduzione del Focus massimo. Per ripristinare il Focus perduto bisogna provare a se stessi di essere in grado di seguire il Bushido superando una prova. Nonostante ci siano diversi Ordini del Samurai, tutti coloro che seguono la via del Samurai aderiscono alla prima regola del Bushido.La prima regola è Yuuki (Coraggio)
La morte è meglio del disonore, accetta sfide degne, attacca solo chi è armato. Inizi la tua carriera con un Focus. Puoi spendere il tuo punto Focus per garantirti uno dei seguenti benefici, che possono essere attivati solo quando la loro condizione viene triggherata. Reliability - Se l'ultimo attack roll che hai compiuto era meno di 10, rolli almeno un 12 in tutti gli attacchi del prossimo turno. Grit or Glory - Se hai già speso Second Wind, puoi refresharne l'utilizzo e lo potenzi, trasformando la cura in 2d10+Livello Samurai. Iajutsu - Quando l'iniziativa viene rollata, puoi selezionare un target a 120ft, sguainare la tua arma e attaccare tale nemico, se questo colpo colpisce, allora viene considerato un Critical Hit. Se eri nascosto mentre tale iniziativa era rollata, puoi effettuare il tuo attacco come Attacco di Sorpresa ed ottenere vantaggio.FIghting Spirit
Starting at 2nd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest.Ordine del Samurai
Al Terzo livello scegli un ordine da Samurai, questo Ordine focalizza il tuo allenamento e dichiara la tua appartenenza nel mondo dei Samurai. Archetypes:- Ordine del Nord
- Ordine del Sud
- Ordine dell'East
- Ordine dell'Ovest
- Ordine della Rosa dei Venti
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.Extra Attack (2)
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The number of attacks increases to four when you reach 20th level in this class.subclass options:
Quando raggiungi il livello 3, inscrivendo delle spell tramite il linguaggio sacro sulle proprie armi, questo samurai richiama a se il potere degli Spiriti, guadagnando una limitata fonte di Spell Casting.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ordini Samurai
Ordine del Nord
Regola del Bushido: Chuugi (Lealtà)
Mentire è il sentiero del malvagio, la Lealtà è il legame che forma il mondo, la guerra è un inganno, ma la delusione non è il sentiero che porta alla vittoria.Focus Increase
+1 FocusBonus Proficiency
ArcanaSpellcasting
Samurai Level | Cantrip Conosciuti | Spell Conosciute | --- | 1st | 2nd |
---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | |
4th | 2 | 4 | 3 | - | |
5th | 2 | 4 | 3 | - | |
6th | 2 | 4 | 3 | - | |
7th | 2 | 5 | 4 | 2 | |
8th | 2 | 6 | 4 | 2 | |
9th | 2 | 6 | 4 | 2 | |
10th | 3 | 7 | 4 | 3 | |
11th | 3 | 8 | 4 | 3 | |
12th | 3 | 8 | 4 | 3 |
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.Spell Slots.
The Samurai 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 long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Samurai Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifierSpell attack modifier = your proficiency bonus + your Intelligence modifier
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