Lieh Samurai (5e Class)

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Lieh Samurai

Samurai are more than simple warriors. They are honorable fighters who study strategies and techniques everyday, because for them fight and victory possess a deeper meaning than the attributed by a simple combatant. To them, the fight is an art as important as the honor they proudly bear and protect. Samurai follow a strict and rigid code of honor, which they call Bushido.

Honor is above all else for a samurai. You can have a samurai as an enemy, but rest assured he will never attack you from behind or during your sleep. The samurai honor, according to them, is on the strict adherence to bushido, and losing her is worse than losing their own life.

Samurai spend their whole lives in specialized schools, under the tutelage of a mentor. Their training is rigid, and they rarely learn other skills not related to their duties as a samurai. This training, however, doesn't revolve only around combat tactics, but also includes diplomacy and etiquette, essential to the political matters that samurai often find themselves involved. One exception is the art of blacksmithing, since some samurai learn how to craft their own swords; or calligraphy, an art that requires the same manual dexterity required to wield the blade.

Creating a Lieh Samurai

Samurai often serve to noble clans as vassals connected to powerful lords. Others wander the world fighting against anything that oppose their moral values, while some look to pass ahead their fighting techniques and code of conduct, to pupils they deem as worthy.

Quick Build

Strength is pretty important to a samurai, since it is related to their attacks with a sword. Constitution is a second in the order of importance, ensuring a healthy pool of hit points to endure tough battles. Noble is the preferred background for samurai, since most of them come from important families. Choose the scale mail, the shortbow and 20 arrows, a glaive, the longsword, the explorer's pack and the shortsword as your starting equipment.

Class Features

As a Lieh Samurai you gain the following class features.

Hit Points

Hit Dice: 1d10 per Lieh Samurai level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lieh Samurai level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: Calligrapher's tools or smith's tools
Saving Throws: Strength, Wisdom
Skills: Choose three skills from Animal Handling, Athletics, Deception, History, Insight, Intimidation, Persuasion, and Perception

Equipment

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

Table: The Lieh Samurai

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Earthen Chi, Ancestral Weapons
2nd+2Celestial Chi2
3rd+2Loyalty Feature3
4th+2Ability Score Improvement3
5th+3Extra Attack42
6th+3Enchant Ancestral Weapon42
7th+3Loyalty Feature43
8th+3Ability Score Improvement43
9th+4432
10th+4Elemental Resistance432
11th+4Overwhelming Strike433
12th+4Ability Score Improvement433
13th+54331
14th+5Loyalty Feature4331
15th+5Font of Chi4332
16th+5Ability Score Improvement4332
17th+643331
18th+6Loyalty Feature43331
19th+6Ability Score Improvement43332
20th+6Unbeatable Armor43332

Ancestral Weapons

The soul of a samurai is their sacred weapon, the Katana. Starting at 1st level, a samurai gain a longsword and a smaller sword, the wakizashi (use the statistics of a scimitar). You gain the following benefits when wielding the ancestral weapons:

  • You can use either your Strength or Dexterity for attacks and damage rolls using your Ancestral Weapons.
  • When using one ancestral weapon on one hand and another on the other hand, whenever you make an attack roll with the longsword as part of the Attack action, you can use your bonus action to make an attack with the scimitar.
  • When using the longsword with both hands, you gain +2 to your damage rolls and to your AC.

Losing the ancestral weapons is an act of such dishonor that will often lead to the samurai committing the ritual suicide, the seppuku. However,, the samurai can recover the weapons if his honor is restored (the DM must determine what the samurai must do to recover his honor).

Earthen Chi

Starting at 1st level, you can add your Wisdom modifier (minimum +1) to an attack roll, ability check or to your AC against an attack made against your.

You can use this feature a number of times equal to your Wisdom modifier, and can't do it again until you finish a long rest.

Celestial Chi

Starting at 2nd level, you are able to use your chi to channel the power of the gods, casting spells much like a cleric would.

Preparing and Casting Spells

The Lieh Samurai 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.

You prepare the list of celestial chi spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of celestial chi spells equal to your Wisdom modifier + half your samurai level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Lieh samurai, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of celestial chi spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your celestial chi spells. The power of your spells comes from your connection to the gods through the chi. You use your Wisdom whenever a celestial chi spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a celestial chi spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a celestial chi spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use your Ancestral Weapon as a spellcasting focus for your celestial chi spells.

Loyalty

When you reach the 3rd level, you can choose a loyalty, that determines to what realm, order or lord you devoted your life to serve. Your loyalty give you features at 3rd level, and again at 7th, 14th and 18th levels.

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.

Enchanted Ancestral Weapon

Starting at 6th level, your ancestral weapons are considered magical for the purposes of overcoming resistances and immunity to non-magical damage.

In addition, you gain a bonus to attacks and damage rolls with it equal to half your proficiency bonus (rounded down). This bonus is not cumulative with bonus for attack and damage rolls of magical weapons.

Elemental Resistance

At 10th level, you can focus your earthen chi to gain endurance to the elements. You can use an Action to give yourself resistance to one of the following damage types: acid, cold, fire, lightning or thunder. This benefit lasts for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest.

Overwhelming Strike

At 11th level, you have an incredible ease with detecting breaches on your opponent's defenses. As a reaction to an attack you make, you can make a Wisdom (Perception), contested by your targets Charisma (Deception) or AC (whichever is higher). On a success, you can add the difference between the results in the checks to either your next attack or damage roll made on this turn.

Font of Chi

At 15th level, during a short rest, you can spend 30 minutes meditating to recover your chi. You can choose to recover your Earthen Chi, regaining all uses of it; or recover Celestial Chi, regaining a total level of spell slots equal to half your proficiency bonus.

Unbeatable Armor

At 20th level, you gain such intimacy with your sword that you can make your defense impenetrable with them. When you are wielding one of your Ancestral Weapons, you gain a bonus of +6 to your AC.

You don't gain this bonus if you are wearing a heavy armor or shield.

Loyalty

Ryujinn Realm

Noble warriors from Ryujinn and considered the greatest warriors in all Lieh, servants of Ryujinn have an origin shrouded in mystery and legend. Folklore has it that the samurai class was created to protect the realm, that was suffering with constant invasions from foreign armies, and that the creation of this warrior caste was instrumental for the unification of the people.

Servants of ryujinn are direct descendants of the first samurai in the islands, and are loyal guardians of the dragon king, and usually are members from traditional families in Ryujinn, who passed the tradition from father to son through generations.

Ryujin Realm Magic

You gain celestial chi spells at the Lieh Samurai levels listed.

Ryujinn Realm Spells
Lieh Samurai LevelSpells
3rdcompelled duel, heroism
5thfind steed, warding wind
9thaura of vitality, fear
13thcompulsion, death ward
17thholy weapon, geas
Nobility

At 3rd level, you learn how to behave with nobility and grace. You can add your Wisdom modifier to all your Charisma checks.

Earthen Strike

At 3rd level, whenever you use your Earthen Ki to empower a strike, you also add that bonus to the damage on a hit.

Aura of Authority

At 7th level, you exude an aura of command appropriated to your status. Whenever a creature moves within 10 feet, you can give that creature a command (as the spell command}} using a reaction. After using this on a creature, that creature is immune to this ability for the next 24 hours.

Earthen Chi Strike

Starting at 14th level, once per turn, when you use your Earthen Chi to increase the result of your attack, you don't need to spend a use. When you do so, you can't use Earthen Chi again until the start of your next turn.

Celestial Chi Strike

At 18th level, when you cast a Lieh Samurai spell using an action, you can make an attack as a bonus action.

Storm Lords

These samurais aren't devoted to a particular realm or family, but to the order of the Storm Lords. These warriors are monster slayers, responsible for saving many settlements from supernatural forces. They are specialized in hunting soul sucking vampires, the Kyu-Kitsuke, although they also can slay humans if they prove to be a threat to the lives of the people in Lieh.

Becoming a storm lord involve a painful and almost lethal rite, where the candidate soul commune with the power of the Storm Hakerus. This communion leaves a mark that the storm lord will carry on their flesh for the rest of his life.

Storm Lords Magic

You gain celestial chi spells at the Lieh Samurai levels listed.

Storm Lord Spells
Lieh Samurai LevelSpells
3rdthunderwave, fog cloud
5thgust of wind, warding wind
9thcall lightning, sleet storm
13thice storm, storm sphere
17thcontrol winds, destructive wave
Shocking Touch

Also at 3rd level, you gain the ability to channel the power of electricity through your hands. You gain the ability to cast shocking grasp, that is considered a Lieh Samurai spell for you. In addition, when you take the Attack action and attack with your Daisho, you can cast shocking grasp as a bonus action.

Salt Bombs

Used by the storm lords during the vampire hunts, these are sacred weapons that weaken the undead. At 7th level, during a short rest, a storm samurai can craft up to a number of salt bombs equal to your proficiency bonus. Each salt bomb costs 25 gp in materials to craft.

As a bonus action, you can forgo an attack to hurl said bomb in a place within 30 feet, creating a salt cloud that fills a 5-foot cube that lasts until the end of your next turn.

Any undead creature that start its turn inside the cloud, or move there for the first time, takes 2d4 acid damage. The cloud area is heavily obscured.

Summon Hakeru

When you reach the 14th level, you gain the ability to summon a to aid you. This works as the conjure elemental feature. The summoned elemental has the statistics of a fire elemental, with the following changes:

  • Any mention to fire (both damages and immunities) becomes lightning instead.
  • The elemental gains a flying speed equal to its movement speed.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend a 5th-level spell slot to do so again.

Tempest Powers

At 18th level, you gain greater control over your storm spells. When you finish a long rest, choose one of the following spells: wind walk or chain lightning. You can cast the spell once, without using spell slots, regaining the ability to do so after finishing a long rest.

Alternatively you can cast incendiary cloud without spending spell slots. If you do so, you can't use this feature again for the next 7 days.

Etsu Clan

Samurais who serve under the banner of the Etsu Clan are corrupted by Lord Meguro, the eternal samurai. Thus, they have violated the traditional code of honor, and instead follow a doctrine of brutality and power, enforcing the cruelty of their vampire master. The more loyal servants are rewarded with eternal life, being turned themselves into kyo kitsuke.

Etsu Clan Magic

You gain celestial chi spells at the Lieh Samurai levels listed.

Etsu Clan Spells
Lieh Samurai LevelSpells
3rdcharm person, flog cloud
5thalter self, pass without trace
9thgaseous form, vampiric touch
13thdeath ward, charm monster
17thdominate person, raise dead
Dark Stalker

Starting at 3rd level, you gain the ability to see in the in darkness, while outdoors as you were in an area of bright light.

In addition, you have advantage on Charisma (Deception), Dexterity (Stealth), Wisdom (Perception) and Wisdom (Insight) while in the darkness of the night, while outdoors.

Vampiric Claws

Starting at 3rd level, your fingers grow, becoming hardened as blades, and that can be used as claws. If you have a free hand, you can use your claws as simple weapons, that have the light and finesse property and cause 1d6 slashing damage on a hit. Your claws are considered ancestral weapons for you.

Soul Eater

Also at 3rd level, whenever you hit a creature with your vampiric claws, you can use your bonus action to grapple that creature. Whenever a creature fails a saving throw against your grapple attempt, that creature takes 1d4 necrotic damage, and you gain the same amount of temporary hit points.

Profane Skin

At 7th level, you gain resistance to the damage of spells and magical effects. This doesn't affect spells that cause lightning damage or thunder damage.

You also gain resistance to necrotic damage.

Undead Nature

At 14th level, your creature type changes to undead. You no longer need to sleep, eat, drink or breathe and no longer age. You have advantage on saving throws against effects that target specifically undead creatures.

Superior Healing

At 18th level, whenever you start your turn with half your hit points or less, but with more than 0, you regain a number of hit points equal to 5 + your Constitution modifier.

Multiclassing

Prerequisites. To qualify for multiclassing into the lieh samurai class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the astrologer class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons, a smiths or calligrapher's tools, one skill.

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