Samurai

D&D Samurai

They are warriors who were old soldiers of war, but they stopped being so for a long time, even if they are old or retired they have that supernatural style of handling their weapon in a way of never having lost the condition, these warriors are known as samurai.

The samurai have an attitude of not being interested in their environment or in the current situation, but they are always ready to draw their weapon at any time (it will also depend on the race you choose, if you choose a non-human race, they will bicker)


A human in oddly dressed attire spots a foot soldier up ahead surrounded by goblins. He rushes over with extraordinary speed. He charges in between the barrage of incoming blades, shielding every last one with his scabbard. The goblins stepped back, however it was too late. Unseen by the human soldier, the human slashed all 7 goblins with a single quick draw. He flicked his blade, sheathed his sword, and kept on his way.

An Eladrin silently drinks his ale. Two men interrupted him, threatening him to give over all his money. The Eladrin snickers, then continues drinking his ale. The two men attack. With unnatural speed, the Eladrin throws his ale up in the air and lazily dodges the first jab. He tosses the chair toward the second man before he could react and in a single blink of an eye, his majestic curved blade stood still at the other neck. The Eladrin instinctively caught his ale and took a sip.

An Orc charges toward an elf. The Elf stood calm and composed. As the Orc closes in, the elf focuses ever so much until her mind is completely blank. She opens his eyes and notices an opening in the Orc defense. The Orc lifts his tetsubo ( greatclub) and gets ready to strike. As they met half way, the elf ever so slightly doges his attack then gracefully cleaves through from the left waist past it’s right shoulder. The beast lets out an ugly scream, then falls at his feet.

Whatever the origin or path of these heroes the one thing they all share is their service to their lord and code of behaviour, they are all known as samurai.

Creating a Samurai

Were you born into your characters allegiance, or were you training for the day you could call yourself a samurai even though you were not born into the middle or upper crust of society (yet you seem to know matters of etiquette that could not be matched by your current social position)? Did you have your Daisho(nodachi or naginata) passed down to you by your parents, or did you acquire your weapons known as the soul of a samurai from the local lord of your residence or your master? Did you always have a soul that was meant for honorable deeds in word, action and thought? If this is so, what drove you to such selfless service?

Quick Build You can make a Samurai quickly by following these suggestions. First, Strength or Dexterity if you plan to follow the Iaijutsu Archetype should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Samurai you gain the following class features.

Hit Points

Hit Dice: 1d10 per Samurai level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Samurai level after 1st

Proficiencies

Armor: Light, Medium and Heavy Armor
Weapons: Simple Weapons, Glaives, Greatswords, Longbows Longswords, Shortswords
Tools: A gaming set and one artisan’s tool of your choice
Saving Throws: Strength and Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Leather armor or Chain mail (Samurai Kimono and Samurai Armor)
  • (a) A Longsword (Katana) and a Dagger (Tanto), or (b) A Greatsword (Nodachi or Katana) or a Glaive (Naginata), or (c) A Longbow and 20 arrows, a Tanto and one simple weapon
  • A Shortsword (Wakizashi)
  • (a) Scholar’s pack or or (b) Explorer’s pack

Table: The Samurai

Level

Proficiency
Bonus

Features

1st

+2

Daisho Set, Fighting Stance

2nd

+2

Honor Surge

3rd

+2

Honor Archetype, Parry

4th

+2

Ability Score Improvement, Deflect

5th

+3

Extra Attack, Honor Archetype Feature

6th

+3

Ability Score Improvement

7th

+3

Fighting Stance

8th

+3

Ability Score Improvement

9th

+4

Indomitable

10th

+4

Honor Archetype Feature

11th

+4

Last Effort

12th

+4

Ability Score Improvement, Precise Strike

13th

+5

Fighting Stance

14th

+5

Ability Score Improvement, Extra Attack

15th

+5

Honor Archetype Feature

16th

+5

Ability Score Improvement, One With The Blade

17th

+6

Honor Surge (x2)

18th

+6

Honor Archetype Feature, Fighting Stance

19th

+6

Ability Score Improvement

20th

+6

Niten Dōraku

Daisho

You start out with your chosen Samurai weapons: the Katana/Nodachi/Naginata/Longbow and a Wakizashi. They represent your honor and the souls of your ancestors. You may carve a sigil of your god into the pommel. You may summon or resummon these weapons to your hands by meditating over a long rest, should they be lost. They take the appearance of your minds eye.

Fighting Stance

Time in brutal training has allowed you to perfect your ability to adapt your stance to your opponents in combat. You can learn a total of 7 different Stances (Shogun’s Stance is only unlocked at level 20). You start with 2 and learn 2 new stances at the 5th, 10th, and 15th level. Upon reaching 15th level you gain the ability to activate and maintain two Stances at once. Upon Reaching 20th level you can activate all stances simultaneously (except Shogun Stance) and retain them for 2 turns. After the 2 turns you are unable to enter stances for 2 turns and are only able to move 5ft per turn). All activate can only be used once per encounter and can not be used again until after a 24 hour time period, in addition, you also lose access to Shoguns Stance for the duration.

A Stance is activated as a bonus action, and will last until the end of combat, or until you activate a different Stance, if you are knocked prone, become grappled or restrained

Stone Stance Your AC and weapon damage are increased by five, but your movement speed is reduced by half (rounded up) and attacks of opportunity made against you are at advantage . In addition, Enemies attacking allies other than you within 5 feet gain disadvantage on their attack

Wind Stance. While in this stance, you become both quick and maneuverable. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you Dash. You also have advantage on Dexterity rolls and attacks made against you are at disadvantage. Upon an attack missing you are able to make an opportunity attack against them if they are within range. While Strike from the Void is active you can make this attack regardless of range.

Water Stance. When you successfully hit a creature with a melee weapon attack while in this stance, you may immediately spend your bonus action to attempt to knock the creature prone. If you do this, you force them to make a Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). Failing this attempt will disadvantage you against their rebuff allowing them a touch attack (AC of 10) against you. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creatures movement to zero until the beginning of it’s next turn.

Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature. Additionally, When you make an attack roll using strength, you may use a bonus action to gain a bonus to the damage roll equal to your proficiency modifier if the attack hit. When you are subjected to an effect that allows you to make a Strength saving throw while in this stance, you may use your reaction to gain advantage on that saving throw. Your planted feet however, gain disadvantage on dexterity saves.

Fire Stance. While in this stance, you become fierce and focused, melee attacks and attacks of opportunities are made with advantage. When you hit a creature with an attack, you may add your Dexterity or Wisdom modifier to the damage roll as fire damage, which also doubles on a critical hit.

Lightning Stance. When your enemies are many and your blade must reach them all, become a lightning bolt. Move quickly and unfold your blade by forming an arc between your enemies. As long as you are in this posture, if you use the Dash action, you can attack all the enemies that pass by. These attacks are bonus actions, but treat them as critical if they hit enemies who are unaware of their presence and are unprepared for their attack. Also, once per turn, you can use this posture to attack furiously 3 times. These attacks are incredibly fast but difficult to land accurately, and as such are made without proficiency or ability score bonuses. At the 10th level, you can use this stance to attack a single target 5 additional times without proficiency bonus.

Void Stance. [This stance must be learned by meditating and training your minds eye and overcoming ones self {DMs discretion}] While in this stance, your mind is at its calmest and you see everything using your minds eye. You are immune to all charms, fears, madness, confusions, and other mental disabling effects. You are immune to blinds and are able to see everything up to 100ft regardless of lighting, obstructions, and stealth. Your attacks in this stance double strike (doubles damage)and have advantage. This stance can not be used with other stances. Switching out of this stance leaves you unable to use any stance for 1 turn.

Honor Surge

Upon reaching 2nd level, you can call upon your honor to go beyond what you can normally do for a short while. On your turn, you can take an additional action and bonus action. You must finish a long rest to regain use of this feature. Starting at 17th level, you can use this feature 2 times, but only once per turn, between long rests.

Honor Archetype

Upon reaching 3rd level, choose an archetype that you want to be emulating in combat techniques. Choose Iaijutsu Master, Shogun, Yojimbo, Kyūdō, or Shoyu. The archetype you pick grants you features at 3rd level, and again at 5th, 10th, 15th, and 18th level.

Parry

Upon reaching 3rd level, when another creature hits you with a melee attack, you can use your reaction to reduce the damage by 1d6 + your Dexterity modifier + your Samurai level. Parry can only be used 2 times per long rest. At 5th, 10th and 15th level you gain 2 extra uses. At 16th level it changes from long rest to short rest to gain uses. You must be carrying a bladed melee weapon.

Deflect

Upon reaching 4th level, you may use your Parry on Ranged attacks, but reducing the damage to 0 reflects the attack back to the attacker, dealing the initial intended damage if it hits and causing all intended effects (enemy’s attack roll against his own AC). You must be carrying a bladed melee weapon. This ability can’t be used again until you finish a short or long rest (your uses of Parry and deflect are separate, meaning that you may use one of each before recovering their uses with a rest).

Ability Score Improvement

Upon reaching 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.

Extra Attack

Upon reaching 5th level, when you take the attack action, you may attack an additional time. You gain one more extra attack at level 14.

Warrior Spirit

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.

Last Effort

At 11th level you have bettered your control over your body. When your hit points drop to zero but you are not killed outright, instead of immediately falling unconscious, you can use your reaction to attack the creature that last damaged you, possibly using your movement as if in your turn. If you can get in attack range of the target, you may choose to gain advantage or deal critical damage if you hit the enemy whithout gaining advantage. Either way, after your attack, you fall unconscious and enter the normal "dying state". You can use this once per long rest.

Precise Strike

Beginning at 12th level your attacks count as critical hits on a 19 on the d20.

One With The Blade

At 16th level your sword becomes an extension of your body and soul. While wielding your Samurai Weapon, you gain proficiency in Wisdom saving throws.

Niten Dōraku

When rolling initiative you may reroll if you rolled below a 10. You attacks involving a sword gain +4 to damage as well as the ability to dual wield without losing other ability perks. You also gain access to Shogun’s Stance. You gain abilities according to your archetype.

Shogun’s Stance. At level 20 you have finally mastered the path of the Blade. Once per turn, when you take the Attack Action, you may turn one of your attacks into a special attack to deal its damage to up to 3 creatures that are within 5 feet of you, or deal its damage in a 10 feet long line directly in front of you up to 2 creatures. You may choose to use this ability before or after the attack roll of the attack you are replacing, but before the outcome is determined. A creature does not take damage if the attack doesn’t hit them, as if it were a normal attack targeting them.

Master of The Blade{Iaijutsu Master} When rolling initiative you may reroll if you rolled below a 10. You attacks involving a sword gain +4 to damage as well as the ability to dual wield without losing other ability perks. You also gain the abilities "Blade with no Equal", "Sightless Strike" and "Five Rings of the Dragon Diety"

_**Blade with no Equal**_ Your attacks are able to cut through any material, immunities and barriers created from magical or divine means a. Upon rolling a 1 you may choose to revoke your attack and sheath your blade in preparation for a guaranteed strike next turn on any enemy of your choice regardless of distance or condition. If the target is flying they sent plummeting to the ground where you are able to make an opportunity attack against it with double your proficiency.

_**Sightless Strike**_ When you are attacked you may make a free attack against creature within range of you before they attack you. You can not make any follow up attacks along with this attack. You may impose disadvantage on the target if the attack lands and if that would result in the attack missing you you may disarm (if able) and knock them prone and in a direction of your choosing up to 15 feet. The next action made against this target gains effects depending on their nature. Melee: Guaranteed critical. Range: Inflicts profuse bleeding at 6d12 at the beginning of everyone of their turns and rolling another 6d6 at the end of their turn if they moved (teleporting is excluded). Spell: Double Damage and casted at highest level without exhausting spell slot and any saves the target must make are automatically failed.

_**Five Rings of the Dragon Diety**_ Your movement is now 65 and your are able to move out of enemy attack range without invoking opportunity attacks against you. You are able to make the first acrobatic skill check for free and at a guaranteed pass. Falling from great heights do not injure you. You gain resistance towards physical damage and bleeding/poison are only 1/3rd effect on you. You are able to make a flying attack against a target adding 1d6 to damage for every 5ft you fly through. If the flying attack lands critical you roll a d20 and if you roll an odd number the target loses a limb of your choice, if you roll an even number the target is left paralyzed for 1 turn an can not make any actions. The flying strike counts as an action and can only be used 5 times an encounter.

Buddhas Requiem{Yojimbo} Allies within 30ft of you are healed for 10d6 at the beginning of their turns before other any other checks or damage. Your allies gain the ability to endure survive a lethal blow with 1hp and are bestowed "Buddhas Refuge". Whenever an ally that are within 20 ft of you are attacked you can redirect the damage to yourself an half it then you receive "Buddhas Assuage". During an enemies turn if they make an action against your allies you are able to make one action against them before their action.

_**Buddhas Refuge**_ You can not receive any damage and are immune to disables and crippling actions until the end of your next turn. At the beginning of your turn you are healed for 75% of your HP rounding up and remove any harmful effect you are inflicted with before they enact their effects.

_**Buddhas Assuage**_ You gain resistance towards spells and are able to reroll savings throws as well as have advantage on them. You can not critical fail on those rolls. Whenever a target is healed by Buddhas Refuge your are also healed by 10% of the amount they are healed rounding down. Whenever an ally fails a saving roll you can take the effect in place of them but the effects against you are only 1/4th as effect against you and you are cleared of their effects at the beginning of your turn. Buddhas Assuage lasts for 4 minutes and you can not gain this status again for 4 turns.

Zanshin{Kyudo} Whenever you attack with a bow you gain a Zen stack. Whenever a bow attack lands you roll a 1d6 and then apply effect depending on what you roll. 1,4 Tōteki. 2,5 Kanteki. 3,6 Zaiteki.

_**Tōteki**_ The target takes an additional xd12, x=Zen level.

_**Kanteki**_ The target is pierced they are slowed by xft. x=Zen level x 5. Every second Zen level the arrow continues flying and any enemy in its path gets struck with a guaranteed critical attack suffering yd20. y=Zen level x 2.

_**Zaiteki**_ The target suffers internal damage and explodes suffering xd10. X=Zen level x 3. Any time a 10 is rolled the target is inflicted with a Discord stack. At 20 stacks the next time the target is attacked with Zaiteki the target must make a DC15 Charisma save. Their save is reduced by 1 for each Zen stack you have. On a failed save they suffer from yd12 amount of debuffs: Poison(1), Stun(2), Sleep(3), Bleed(4), Paralysis(5), Blinded(6), Deafened(7), Fatigued(8), Restrained(9), Frightened(10), Charmed(11), or Petrified(12). The debuffs afflicted are based on the numbers rolled. All debuffs last 1 turn and rolling duplicates increase the duration by 1 turn. These debuffs bypass immunities and resistances. Poison and Bleed deal damage by Vd20 V=Zen level at the beginning of the targets turn.

Conquerors Rights{Shogun} Your are able to invoke your stance abilities in your allies once per turn. You can not invoke Shogun or Void stance in your allies. You no longer suffer from drawbacks upon leaving stances or multi stancing but the duration for retaining it is increased by 2. You are able to Multi stance Void Stance with other stances but no more than 1 other stance. Shogun Stance becomes a passive ability and its special attack is now usable with every attack but can not be used the following turn. The straight line attack is extended to 25ft and can now be used as a cone or a wave. Targets hit by your attacks now must make a saving throw beating x or be frightened by you. X=DEX+CHA+CON divided by 3. When damaging targets that are frightened they take double damage from you. When frightened targets attack your allies they roll with disadvantage and if their attacks land at the end of their turn you are able to make a single attack against them if they are within range. If they are not within range you let out an overbearing shout which allows an ally that is able to attack them by any means to do so without expending a spell slot and resulting in the damage done being doubled.During your turn or when an ally is attacked you may choose to raise their AC by your 1/3rd of yours (rounded up). You may only grant this to 2 allies at a time. You may grant 2 allies of our choice temporary HP equal to half of yours. Only 2 allies can gain this from you at a time. Allies can not be affected by both abilities. Both abilities can only be used 3 times per day.

Honor Archetypes

Shogun

Samurai who take up the Shogun archetype are masters at commanding others and are able to raise their allies’ morale.

Kiai Shout

At 3rd level, you learn the power to intimidate your enemies with a powerful war cry. As a bonus action, choose an enemy that can hear you: the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The enemy may repeat the saving throw at the end of each of their turns. The save DC equals 8 + your Strength modifier + your Proficiency Bonus. You then have to finish a short or long rest in order to use this again.

Commanding Boost

When you reach 5th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Strength modifier + 2. Your allies gain advantage on attack rolls until the end of your next turn. You regain the use of this ability after a long rest.

Calm Under Pressure

At 10th level, you have become used to the environment of a battle, and you are able to reassure your allies. As a bonus action, choose a number of allies equal to your Strength modifier + 2. You and them regain hit points equal to your Wisdom modifier + Samurai level. You regain the use of this ability after a long rest.

Kiai Command

At 15th level, you can use a bonus action to combine the Kiai Shout with your Commanding Boost. You regain the use of this ability after a long rest. Using this feature doesn’t consume your normal use of each individual feature.

War Cry

At level 18 you are a very experienced warlord, and become mentally and vocally stronger. You can now use every other command and shout twice between their respective rests.

Iaijutsu Master

The Iaijutsu Master is the ultimate participant in the art of focusing on an opponent’s weak spot, gathering spiritual strength before the fateful strike all from having their Katana sheathed and striking in the same instant.

Ritual Dueling

Starting when you gain this archetype at 3rd level, you may spend a bonus action to concentrate on an individual enemy and attain plus 5 to attack rolls made against that target while you maintain concentration. additionally you are now proficient in perception, if you have this expetise it and you have advantage in Wisdom(perception) by hearing and presence.

Lightning Blade

Starting at 5th level once per encounter you can use both your action and bonus action to attack all enemies within a 20 foot radius around you. This happens instantly and lightning crackles around and pops around every enemy that was just attacked. enemies that took a hit must make a DC 18 constitution saving throw or be at disadvantage on attack rolls done to them for 3 turns and 5d6 lightning damage. You take one level of exhaustion after completing this ability. At level 14 you no longer take a level of exhaustion.

Strike from the Void

Starting at 10th level you now add your dexterity modifier to your damage and to hit when attacking with a oriental weapon. Also on one attack per turn you may use your Ki to extend the physical force of your weapon attacks, your Ki is equals one-half your Samurai level after a long rest regain all use. By doing this you add an extra 5 ft to your melee reach. A sword attack that would usually require 5 ft reach becomes 10, a pole-arm attack could be made at 15 ft instead of 10. Additionally you can use your Ki to travel in the void, using your reaction to warp in 25 feet.

One strike two cuts

Beginning at 15th level when you land a hit on enemy you may make a free attack on that enemy, deals 6d8 damage. This damage is considered lightning. you may do this a number of times equal to half your level rounded down, regain uses after a short rest.

Strike with No Thought

Starting at 18th level Whenever you begin combat (not an Iaijutsu Duel) within melee range of an opponent, you impose disadvantage even when being observed and before able to roll initiative.

Yojimbo

As the Yojimbo Archetype you are a defensemen of others, lots of times without damage to the defended or the defender.

Wall of Defense

When a samurai takes up the Yojimbo Archetype at 3rd level, they learn techniques of defense using their weapons to protect those under their care. you are now able to speedily create a barrier of steel gives you and those within 10 feet of you a bonus to AC equal to your proficiency bonus.

Defensive Strike

At 5th level once per encounter you may impose a disadvantage roll on a select target when attacking you, if the target misses you get an attack of opportunity adding double your proficiency bonus.

Wall of Steel

At 10th level you learn the technique of putting up a steel wall by your sheer prowess of weapon swinging that acts as if you are casting the spell Blade Barrier effect wise.

Diamond Wall Technique

At 15th level you can now produce the effect of a wall of stone spell with the Wall of Defense feature.

Frost Wall Technique

At 18th you have mastered the art of chilling defense that you can produce the effect of a Wall of Ice spell. Enemies who attack adjacent allies will provoke attacks of opportunity from you

Kyūdō

Kyūdō is an elite form of archery used by Samurai to kill foes from great distances

Twin Arrows

Upon choosing Kyūdō at 3rd level Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Bowmen’s Reflex

at 5th When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Yugamae

upon reaching 10th level you learn Yugamae which consists of three possible actions you can take.

Torikake, gripping of the bowstring with maximum strength you make a ranged bow attack but take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage

Tenouchi, you position your hand allowing you to fire an arrow then quickly make an attack with a melee weapon

Monomi, you turn your head to gaze at the heart of your target and the surroundings of the battle field giving you advantage on your attack roll and if you are hidden you remain hidden

you must finish a long rest or short before you can of the Yugamae actions again.

Arrow Flurry

Starting at 15th level, once on each of your turns when you miss with an attack, you can make another attack.

Raining fire Volley

upon reaching 18th level You can use your action to rain down arrows that ignite upon release, any number of creatures within 10 foot radius of a point you can see within your weapon’s range must make a DC 18 Dexterity saving throw or take 16d6 fire damage on a failed saved or half as much on a successful one. All flammable items or objects in the 10 foot radius are caught aflame for 1 minute or if they are quenched before then. 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.

Shoyu

As the Shoyu Archetype you are a guardian of you people calling upon your ancestor to help you, you ancestor lives with you and you decide who can see it and speak to it, but at a cost.

Choosing an ancestor: The DM will roll a percentage dice (1d100 & 1d10) and depending on the result plus your alignment the DM will choose your ancestor depending on the result:

Lawful—- 0-50 Chaotic 51-100 Neutral

Neutral—- 0-50 Lawful 51-100 Chaotic

Chaotic—- 0-50 Neutral 51-100 Lawful

Depending in Which Aligment your ancestor have you will gain the following Abilities:

Lawful Ancestor

He helps you and your team with Support abilities to make sure everyone live.

If your ancestor is Lawful you received the following debuffs:

You give most of your Wisdom to your ancestor in order to summon him and make him stay in your body, you reduce your Wisdom to 1 when you take the Shoyu Archetype.

You ancestor takes your wisdom and is considered a Fey creature

Every 4 hours you must make a Constitution Saving Throw, on a failed save you take 3d4 Radiant damage or half of it on a successful save.

You are vulnerability to cold and necrotic.

Any damage made to him will affect you.

But also you gain the following buffs:

Everytime you level up starting at 8th level you can throw twice per level a percentage Saving Throw to try to synchronize with your ancestor and regain you Wisdom if you success you Reroll the Wisdom dice and add the number to your Wisdom + 1, on a failed save you must wait until next level up to reroll. Save Throw = 75 or above.

You are resistant to any Radiant and Fire damage

You ancestor can use 1 heal spell, you can use the cleric table to see which level of magic can use at the level you are.

Any curses that a creature try to put on you ancestor automatically fail except from celestial being.

Lawful Ancestor Abilities
Kami no iyashi

At 3th level you ancestor can heal to everyone at a 30 feet radius a total of 2d8 + your spellcasting ability modifier. also at 10th level you add 1d8 and at 14th level another 1d8.

Kami no hogo

At 5th level you can use an action to summon a spectral armor that can protect anyone you choose(including yourself) and the creature add +1 to its AC.

Shinseina jōka

At 10th level you call upon the Shrine Maids of Amaterasu and remove any kind of curse, you can use this once per long rest. Also at 13th & 15th you add one more use before having to take a long rest

Sosen no nagare

At 15th level as a bonus action call upon the gods to temporary bless your blade adding 1d8 radiant damage to your next attack. if there is a creature behind the one you targeted that creature also takes the same damage if fail a DC 15 dex saving throw. 2 uses per long rest At 18th level add an extra 1d8 and 1 more use. At 20th level add an extra 1d8 and 1 more use.

Kami no hakai

At 18th level you and you ancestor call upon the gods and desire the destruction of your enemies, you summon a 25 feet radius circle of elements and any hostile creature to you or you party must roll a dexterity saving throw, on a failed save the creature will take 2d12 of fire damage, 2d12 of lighting damage and 2d12 of cold damage or half of it on a successful save, you can use this twicw before taking a long rest. At 19th level you add 1 more use before taking a long rest. At 20th level you add 1 more use before taking a long rest.

Neutral Ancestor

He helps you and sometimes will try to help your friends he will try his best to keep you alive but he doesn´t care too much about the others, unless you teach him.

If you ancestor is Neutral you received the following debuffs:

You give most of you Strength to you ancestor in order to summon him and made him stay in your body, you reduce your strength to 1 when you take the Shoyu Archetype. You ancestor take your Strength and is consider a Fey and Undead creature

Every 4 hours you must make a Constitution Saving Throw, on a failed save you take 3d4 physical damage or half of it on a successful save.

You are vulnerability to radiant and necrotic.

Any damage made to him will affect you.

But also you gain the following buffs:

Everytime you level up starting at 8th level you can throw twice per level a percentage Saving Throw to try to synchronize with you ancestor and regain you strength if you success you Reroll the strength dice and add the number to you strength + 1, on a failed save you must wait until next level up to reroll. Save Throw = 75 or above.

You are resistant to lighning and thunder

You ancestor can take 1 of you weapons and attack for you.

Any curses that a creature try to put on you ancestor automatically fail except if the curse is from a CR 14 or higher monster.

Neutral Ancestor Abilities
Rashomon

At 3th level you can summon a wall made of an unknown metal that can protect from any type of projectile(magic or physical) and any kind of magic(except acid and saving throw magic) and negate the damaged but at the cost of losing some HP equal to 2d12 per summon, you can use this twice before taking a long rest or short rest(but you recover one use) Also at 10th and 15th level you add 2 more uses before taking a long rest. Casting range: 45 feet

The Wall is 30 feet long by 20 feet of height by 5 feet of thickness

Dual Smite

Also at 5th level you and you ancestor synchronize on an attack a make double of damage to any creature or if the creatures is resistant to physical damage you can damage the creature however you must expend 2 actions in order to do it, after the first time you do it and until the battle ends you only take 1 action to use this action

Gisei

At 10th level you can roll a Dexterity and Constitution Save in order to help others in a Successful save you sacrifice part of you HP in order to completely heal and remove curses 3 creatures of you choice at the cost of taking 20 Piercing Damage + 2d12 Slashing Damage on a Failed save you only take the damage and on a Critical fail you will have automatically 1 hp.

Hostage

At 15th level you ancestor can take any creature as a hostage, the creature must make a strength save on a successful save the creature evade the abilitie but on a failed save the creature will become a shield for you and you ancestor and will take any damage for you, every turn the creature must make another strength save on a successful one the creature will be free, if the creature takes damage before his turn it will have disavantage on the saving throw.

Furīsouru

At 18th level you ancestor and you can be separate and take any action in you turn but it will expend that action from you.

Chaotic Ancestor

He wants destruction and you safety since you are his new "home", he doesn´t care about the others

If you ancestor is Chaotic you received the following debuffs:

You give most of you Charisma to you ancestor in order to summon him and made him stay in your body, you reduce your Charisma to 1 when you take the Shoyu Archetype. You ancestor take your Charisma and is consider an Undead creature

Every 4 hours you must make a Constitution Saving Throw, on a failed save you take 3d4 Necrotic damage or half of it on a successful save.

You are vulnerability to fire and radiant.

Any damage made to him will affect you including curses.

But also you gain the following buffs:

Everytime you level up starting at 8th level you can throw twice per level a percentage Saving Throw to try to synchronize with you ancestor and regain you Charisma if you success you Reroll the Charisma dice and add the number to you Charisma + 1, on a failed save you must wait until next level up to reroll. Save Throw = 75 or above.

You always take half damage of cold and necrotic

You ancestor can take 1 spell that cause necrotic damage, you can use the Warlock table to see which level of magic can use at the level you are.

you can automatically have one successful death save or remove 1 failed death save

Chaotic Ancestor Abilities
Kyūketsuki no kaisen

At 3th level you ancestor can summon a scythe that will steal HP from one creature at 30 feet from you the creature must make a Dexterity Saving throw on a failed save the creature takes 2d12 necrotic damage and you regain half of it, on a successful save the creature takes half of it and also you regain half of the damage

Senzo no wana

Also at 5th level you and you ancestor synchronize on an attack an he hold the creature that you will attack and any attack that you or you party made to him it will be automativally successful, however you must take two action the first time you use it and in the next turn the creature can make a Strength Saving throw on a Succesfull one it free from you ancestor and you must take and action to retrieve him and another two actions to use it again.

Watashitachi no ningyō

At 10th level you can choose a creature of any kind at 60 feet of you and take control of it(Can’t attack itself or other creatures), the creature must make a Charisma saving throw on a failed one the creature stop being hostile to you and you party until it dies.

Split Pain

At 15th level when you are going to take any damage your ancestor can take any creature and split the damage within the creature and you the creature, Undead and constuct are unaffected by this ability.Once per long rest

Chaotic Rage

At 18th level you ancestor makes you feel his pain and sorrow and it makes you explode in a mighty wrath any damage(except radiant and fire) made to you its halve and any kind of damage you make is double, also you have advantage on Strength and Constitution saves but after the rage ends you have 3 levels of exhaustion. You can use twice this ability before you take a long rest.

Multiclassing

Prerequisites. To qualify for multiclassing into the <Samurai class, you must meet these prerequisites: Dex 13 or Str 13

Proficiencies. When you multi class into the Samurai class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.