![[Samurai Art.jpg]]
## The Samurai
Level|Proficiency Bonus|Martial Arts|Ki|Features
-|-|-|-|-
1st|+2|1d4|1|[[#Unarmored Defense]],[[#Martial Arts]],[[#Ki]]
2nd|+2|1d4|2|[[#Fighting Style]]
3rd|+2|1d4|3|[[#Bujutsu Training]]
4th|+2|1d4|4|[[#Ability Score Improvement]]
5th|+3|1d6|5|[[#Extra Attack]],[[#Senshi Upgrade]]
6th|+3|1d6|6|[[#Bujutsu Training]]
7th|+3|1d6|7|[[#Senshi Upgrade]],[[#Samurai Contact]]
8th|+3|1d6|8|[[#Ability Score Improvement]]
9th|+4|1d8|9|[[#Bujutsu Training]]
10th|+4|1d8|10|[[#Calm the Hungry Ghost]]
11th|+4|1d8|11|[[#Senshi Upgrade]]
12th|+4|1d8|12|[[#Ability Score Improvement]]
13th|+5|1d10|13|[[#Bujutsu Training]]
14th|+5|1d10|14|[[#Senshi Upgrade]],[[#Samurai Contact\|Samurai Contact (2nd)]]
15th|+5|1d10|15|[[#Bujutsu Training]]
16th|+5|1d10|16|[[#Ability Score Improvement]]
17th|+6|1d12|17|[[#Bujutsu Training]]
18th|+6|1d12|18|[[#Senshi Upgrade]]
19th|+6|1d12|19|[[#Ability Score Improvement]]
20th|+6|1d12|20|[[#Extra Attack\|Extra Attack (2)]],[[#Bujutsu Training]]
Samurai are trained soldiers, bodyguards and assassins produced and contracted out by Bushido, a subsidiary company of Ronin International, the world’s largest private mercenary company. They are trained in melee weapons, unarmed combat, and pistol use.
Samurai are highly prized by the rich business class as bodyguards as their training not only emphasizes combat and alertness, but also an ethic of duty being the highest priority. To die while completing your contract is the highest honor a samurai can achieve in life. Unlike the traditional samurai of ancient Japan, modern samurai come from a variety of ethnic backgrounds. Another difference is that samurai are bound to serve their employer only by contract. The contract may be 1 day, 1 job, 1 year, or a lifetime. Though duty is the core ethic of their training, it is not unusual for a samurai to only pay lip service to this or have a unique interpretation of duty.
Samurai are the most specific of the starting classes. While the other classes allow for a variety of character concepts, samurai all have at least one thing in common: their specific training. While their race, nationality, and personal history can vary, all samurai have gone through Bushido’s training program and emerged as a focused and disciplined fighter.
## Class Features
As a samurai, you get the following class features.
#### Hit Points
**Hit Dice:** 1d10 per samurai level
**Hit Points at 1st Level:** 16 + your Constitution modifier
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per samurai level after 1st
#### Proficiencies
**Armor:** Light armor, medium armor
**Weapons:** Simple weapons, martial melee weapons
**Saving Throws:** Strength, Dexterity
**Skills:** Choose three from Acrobatics, Athletics, Drive, Insight, Intimidation, Investigation, Perception, Social Science, Streetwise, and Stealth
#### Equipment
In addition to the equipment granted by your background, you start with either シ7,000 or the following equipment:
- 9mm, 10mm, or 11mm handgun
- Gangster pack or merc pack
- Reinforced clothing
- シ5,000
### Ki
Starting at 1st level, your training allows you to harness the ki energy, which you can view as mystical energy, or simply extra effort, depending on your worldview. Your access to this energy is represented by a number of ki points. Your samurai level determines the number of points you have, as shown in the Ki column of the Samurai table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
**Ki save DC = 8 + your proficiency bonus + your Wisdom modifier**
- **Flurry of Blows:** Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- **Patient Defense:** You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- **Step of the Wind:** You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. The extra jumping distance does not stack with upgrades or genetic enhancements.
### Unarmored Defense
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
### Martial Arts
Starting at level 1, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and melee attacks.
You gain the following benefits while you are unarmored or wearing light or medium armor.
- You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes
- Your unarmed strikes inflict increased damage, as shown on the samurai table.
- You can make an unarmed strike or initiate a grapple as a bonus action.
- You can use your action or a bonus action to try to pin a person grappled by you. To do so, make another grapple check. If you succeed, you and the person are both restrained until the grapple ends.
### Fighting Style
At level 2, you adopt a particular style of fighting as your specialty. Choose a Fighting Style below. You can’t take the same Fighting Style option more than once, even if you get to choose again.
- **Marksman:** You gain a +2 bonus to attack rolls you make with ranged weapons.
- **Dodger:** While you are not wearing armor, you gain a +1 bonus to AC.
- **Pistoleer:** you gain a +2 bonus to damage rolls with firearms with the “close” property.
- **Striker:** Your unarmed strikes score a critical hit on a roll of 18, 19, or 20.
- **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
### Bujutsu Training
Bujutsu training teaches you to master techniques for war, violence, and self-defense. At 3rd level, you can choose one bujutsu training feature from the list below. You can choose an additional bujutsu training feature at level 6, 9, 13, 15, 17, and 20.
If a bujutsu training feature has prerequisites, you must meet them to learn it. You can learn the bujutsu feature at the same time that you meet its prerequisites. The level prerequisite refers to your samurai class level.
Each time you get new Bujutsu Training (at level 6, 9, 13, 15, 17, and 20), you may also replace one feature you know with a different one.
#### Daikōdo Adept<sup>SOK</sup>
**Prerequisite:** Proficiency in Persuasion
Your sense of self and confidence allows you to strike surely, without hesitation or worry. If you spend a ki point, you can add your Charisma modifier to an attack and damage roll of one attack. This ability can be used after you make your attack roll, but before you know if it hits.
#### Daikōdo Master<sup>SOK</sup>
**Prerequisite:** Daikōdo Adept
Gain proficiency in Deception, Perception, or Intimidation (your choice). If you are already proficient in this skill you choose, or gain proficiency at a later time, you add double your proficiency bonus to checks you make with it. In addition, whenever you make a Charisma ability check and roll lower than a 10, you may spend a ki point treat the result as a 10.
#### Evasion
**Prerequisite:** Level 9
You can nimbly dodge out of the way of certain area effects, such as a grenade blast or a falling object. 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.
#### Execute
**Prerequisite:** Level 9
You are at your deadliest when you first draw your weapons. If you spend a ki point, any hit you score against a target that hasn’t taken a turn in combat yet is a critical hit.
#### Hard Adept
**Prerequisite:** Striker (Fighting Style)
You can spend a ki point to perform any of the following unarmed melee attacks.
- **Leg Kick:** In addition to the regular damage from the unarmed strike, your target takes a 3-meter penalty to their Speed for one minute.
- **Float like a Butterfly:** You can spend your reaction to gain a + 5 bonus to your AC against melee attacks until the start of your next turn.
- **Sting like a Bee:** This unarmed strike does an additional 1d8 damage.
- **Counterpunch:** When someone misses you with a melee attack, you can use your reaction and make an unarmed strike against them.
#### Hard Master
**Prerequisite:** Level 9, Hard Adept
When you roll a natural 20 on an unarmed strike, you can spend a ki point to render the target unconscious until the end of your next turn.
#### Iaijutsu Adept
Through iaijutsu training, you have developed a canny ability to draw your weapon and attack before your opponent has even had a chance to react. You have advantage on attack rolls against any target that hasn’t taken a turn in the combat yet. Additionally, you gain a +5 bonus to initiative.
#### Iaijutsu Master
**Prerequisite:** Iaijutsu Adept
Your iajutsu training has developed to a point where you are constantly on guard against danger. You gain the following benefits:
- You can’t be surprised while you are conscious.
- You gain a +5 bonus to initiative.
- Enemies don’t gain advantage on attack rolls against you as a result of being unseen by you.
#### Ittōjutsu Adept
**Prerequisite:** Level 3, Great Weapon Fighting (Fighting Style)
When making damage rolls with a melee weapon that you are wielding with two hands, you can spend a ki point to inflict an extra 2d8 damage. This ability can be used after you make your attack roll, but before you know it hits. At level 6 you can spend 2 ki points to inflict an extra 3d8 damage, at level 11 you can spend 3 ki points to inflict an extra 4d8 damage, and at level 16 you can spend 4 ki to inflict an extra 5d8 damage.
#### Ittōjutsu Master
**Prerequisite:** Level 9, Ittōjutsu Adept
When wielding a melee weapon with two hands, you gain +2 AC. In addition, you may use your reaction and spend a ki point to make a weapon attack with a two-handed weapon against anyone within 1.5 meters who makes a weapon attack against you.
#### Jujutsu Adept
You can spend a ki point to perform any of the following unarmed melee attacks.
- **Trip:** In addition to the regular damage from the unarmed strike, it also acts as a shove (using the shove rules).
- **Takedown:** In addition to the regular damage from the unarmed strike, you and the target both become prone, and you may initiate a grapple as a free action.
- **Choke:** You can only use this maneuver if you begin your turn having your target grappled. The target must succeed at a Constitution saving throw, or they become unconscious. They regain consciousness at the end of their turn after you release the choke.
- **Wrist Strike:** When you make a successful unarmed strike, in addition to the regular damage, the target must make a Strength saving throw. On a failed save, it drops an object of your choice. The object lands at its feet.
#### Jujutsu Master
**Prerequisite:** Jujutsu Adept
You have advantage on attack rolls against the target you are grappling, and they have disadvantage on attack rolls made against you.
#### Ninjutsu Adept
**Prerequisite:** Sneak Attack
Your bujutsu training focuses on stealth and subtlety, and you gain the following benefits:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, or later gain proficiency, you add double your proficiency bonus to checks you make with it.
- If you are unseen, you can move up to 3 meters in the open without revealing yourself if you end the move in an area with cover of some type.
#### Ninjutsu Master
**Prerequisite:** Level 17, Ninjutsu Adept
You become a master of instant death. When you attack and hit a target that is surprised, if you spend a ki point, it must make a Constitution saving throw. On a failed save, double the damage of your attack against the target.
#### Nitōjutsu Adept
**Prerequisite:** Level 9, Two-Weapon Fighting (Fighting Style)
When you take the Attack action and attack with a melee weapon or firearm with the “close” property that you’re holding in one hand, if you spend a ki point, you can use a bonus action to make two attacks with a different light melee weapon or firearm with the “close” property that you’re holding in the other hand.
#### Nitōjutsu Master
**Prerequisite:** Level 17, Nitōjutsu Adept
When you take the Attack action and attack with a melee weapon or firearm with the “close” property that you’re holding in one hand, if you spend two ki points, you can use a bonus action to make three attacks with a different light melee weapon or firearm with the “close” property that you’re holding in the other hand.
#### Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, if you spend a ki point you can deal an extra 1d6 damage to one person you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 1.5 meters of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Your sneak attack damage increases to 2d6 at level 6, 3d6 at level 10, and 4d6 at level 13, 5d6 at level 17, and 6d6 at level 20.
#### Stunning Strike
**Prerequisite:** Level 6
You know several nerve points and muscle attachments that you can exploit with your strikes. When you hit someone with a melee attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
#### Uncanny Dodge
**Prerequisite:** Level 13
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.
### 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 your maximum using this feature.
### Senshi Upgrade
At 5th level, you acquire an upgrade from Chapter 5: Upgrades. You gain an additional upgrade at 7th, 11th, 14th, and 18th level. You gain these upgrades through your connection to either private, municipal or national military forces, so you can get upgrades that are restricted or banned.
- 5th level: You may select an upgrade worth up to シ 25,000
- 7th level: You may select an upgrade worth up to シ 50,000
- 11th level: You may select an upgrade worth up to シ 100,000
- 14th level: You may select an upgrade worth up to シ 200,000
- 17th level: You may select any upgrade
Additionally, at levels 7, 11, 14, and 18, you can replace one of the upgrades that you already have with another that you could acquire at that level (it doesn’t cost an additional upgrade to do this). In other words, you can trade a cheaper upgrade for a more expensive one. This can only be used to replace cyberware upgrades you have acquired with this class feature, not those purchased with シ.
As with any upgrade, you must be in an appropriate facility, and it takes 24 hours to install a particular upgrade, which results in one level of exhaustion until you take a long rest.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 20th level, you can attack three times whenever you take the attack action.
### Samurai Contact
Starting at 7th level, you gain a [[Contacts|contact]] that has gone through the Bushido training academy. It could be a samurai working directly for Bushido, either as a mercenary, instructor, or administrator, or a free-lance samurai. You get an additional contact at level 14.
### Calm the Hungry Ghost
By 10th level, you have reduced the nagging effect of your ego, recognizing its emptiness. You gain proficiency in Charisma saving throws.