Glien Samurai

The **Samurai** class is a homebrew class for *Dungeons & Dragons Fifth Edition* unique to Verum. It replaces the Fighter class for Gliens. Notable changes include the fighting spirit from the Samurai Fighter subclass, the focus system, the extra feats and attacks Fighters normally get, and the lack of fighting styles or Action Surge. This is also a work in progress on Arcadum's part, and is subject to change.

## As a Playable Class

### Class Features

As a Samurai (Glien Fighter), you gain the following features.

* **Hit Points**:
	+ Hit Dice: 1d10 per Samurai level
	+ 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
* **Proficiencies**:
	+ Armor: All armor, shields
	+ Weapons: Simple weapons, martial weapons
	+ Tools: None
	+ Saving Throws: Strength, Constitution
	+ Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Martial, Perception, and Survival.
* **Equipment**:
	+ (a) chain mail or (b) leather, 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
* **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 fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
* **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.
* **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.

#### Focus

*You have trained your mind and body to the point that you are worthy to be called a samurai, as such you are superior to any standard warrior.*

You have a focus pool, this pool of focus may be expended during battle to assist you. Using focus is usually considered a triggered action. The total amount of focus you can have is capped as you level. All your focus is restored whenever you receive the benefits of a short or long rest. Your focus is granted to you by your commitment to the way of the warrior, or Bushido. Failure to adhere to these tenants will result in your focus being lost until you restore your honor. While the different orders of the samurai promote different rules, all that walk the way of the warrior adhere to the first rule of Bushido.

The first rule is Yuuki (Courage): *Death before dishonor, accept worthy challenges, attack only the armed.*

You begin your career as a samurai with 1 focus.

You may expend your focus to benefit one of the following effects, however these effects can only be gained whenever they are triggered.

* **Reliability** - If the last attack roll you made was below 10, you roll a 12 on all attacks for your next turn.
* **Grit or Glory** - If you suffered damage from an enemy attack, you may heal yourself for 1d10+ your character level.
* **Iajutsu** - Whenever initiative is rolled you may move and take the dash action, draw your weapon and attack an enemy, if this attack hits, it is considered a critical hit.

### Samurai Orders (Archetypes)

At 3rd level you choose a samurai order, this order focuses your training and declares your allegiance.

* Order of the Kita
* Order of the Minami
* Order of the Azuma
* Order of the Nishi

#### Order of the Kita

*This order focuses on the use of the gifts of the Yokai to interweave sword and magic.*

* **Rule of Bushido - Chuugi**: *Lying is the path of the wicked, Loyalty is the bond that forms the world, War is deception, but delusion is not the path to victory.*
* **Focus Increase**: +1 Focus
* **Bonus Proficiency**: Arcana
* **Spirit Blade**: You gain an additional use of your focus pool.
	+ At 3rd level, whenever you would cast a spell, you may spend a focus, if you do, your weapon is surrounded in the energy of the yokai. Your weapon deals an additional 1d4 force damage per level of the spell cast. This effect lasts for 1 minute.
* **Spellcasting**: *When you reach 3rd level, by inscribing spells in sacred writing on their weapons, this samurai can call forth the power of the yokai and gains a limited pool of spell casting.*
	+ **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 Kita 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 Kita 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 modifier
		- Spell attack modifier = your proficiency bonus + your Intelligence modifier

#### Order of the Minami

*This order focuses on the practice of tradition and the adherence to the focus on self and ones clan.*

* **Rule of Bushido - Gi**: *Ones own integrity of paramount, to serve your lord is to serve with faith and good spirit, accept however no order than would bring you dishonor.*
* **Focus Increase**: +1 Focus
* **Bonus Proficiency**: History
* **Improved Reliability**: At 3rd level, whenever you use the reliable focus effect you roll a 15 instead of a 12.
* **Twin Fangs**: At 3rd level, whenever you would strike an enemy and deal damage, you may expend your focus, if you do, an ally you can see, may make an attack with a weapon against an enemy in their reach.

#### Order of the Azuma

*This order focuses on diplomacy and strength without action, sometimes being present is enough to keep order. The most terrifying thing is not that which attacks you, but one that cannot be attacked.*

* **Rule of Bushido - Rei**: *Politeness and poise is what is most important. You must lead by example. Respect the customs of others, seek to teach them better ways by simply being superior yourself.*
* **Focus Increase**: +1 Focus
* **Bonus Proficiency**: Insight
* **Poise and Promise**: At 3rd level, whenever you would use grit or glory with your focus expenditure, you heal yourself 2d10+character level instead.
* **Stand Aside**: Whenever an enemy would attack you (with an attack roll), you may expend a focus, if you do so, you may make an attack roll. If you beat their total attack, you negate all damage the attack would deal, even if the attack was magical.

#### Order of the Nishi

*This order focuses on freedom and goodness. While this samurai might have a lord, most choose the life of the ronin, free to do good unconstrained.*

* **Rule of Bushido - Jin**: *Honor has no worth if it cannot bring peace, loyalty should be to the good people of the world, not the ambitious, compassion is the only true path.*
* **Focus Increase**: +1 Focus
* Bonus Proficiency: Persuasion
* **Ronin’s Iaijutsu**: Whenever you would strike an enemy with Iajutsu and that enemy is defeated, you may immediately move again and attack another enemy within the same parameters. Repeat this effect up to a number of times equal to your proficiency modifier.
* **Ronin’s Hat**: You may treat your headgear as a shield and it grants you a +1 to your AC, this also counts for any feats or other abilities that may require a shield.

### Player Characters

* Anaalius Penetratius (Order of the Kita)
* Mori Suzuki (Order of the Azuma)
* Sunder (Order of the Kita)
* Zhan Ren (Order of the Azuma)