D&D Servants Project: Sasaki Kojirou

Disclaimer: I focused more on accuracy to the Fate canon in these builds that I did on keeping them balanced. Therefore, these builds/homebrew will be incredibly overpowered, please do not misuse them. 

Also I don’t own Fate. All rights go to Type-Moon


Nameless Samurai

Sasaki Kojirou

Name: ?????????? (Uses Sasaki Kojirou as a false name)

Race: Human/Servant

Alignment: Neutral Evil

Servant Class: Assassin

D&D Class: Fighter (Samurai)

Level: 20

Hidden Attribute: Human

Height: 176 cm

Weight: 63 Kilograms



Strength: 16 (+3)

Dexterity: 22 (+6)

Constitution: 12 (+1)

Intelligence: 12(+1)

Wisdom: 18 (+4)

Charisma: 10 (0)


Armor class: 21

HP: 144

Initiative: +6

Speed: 30 ft.

Proficiency Bonus: +6

Hit Dice: 20D6


Saving Throws

Strength: +9

Constitution: +7

Wisdom: +10


Proficiencies and Languages

Skills: Athletics (+9), Insight (+10), History (+7), Perception (+10).


Weapons: Simple Weapons, Martial Weapons, Monohoshi Zao.


Languages: “Common”, Japanese.

Passive Perception: 20

Passive Investigation: 11

Passive Insight: 14

Condition Immunities: Charmed, Frightened.

Damage Immunities: Psychic.



Monohoshi Zao: Sasaki Kojirou’s iconic sword. Finesse. Reach: 10 ft. Deals 1D8 slashing damage. Versatile (1D10). Due to the unique nature of this weapon, only Kojirou can be considered “proficient” with it.  If the sword is lost, it will return to Kojirou after a short rest. Additionally, while the sword is in his possession, he can materialize and dematerialize it at will.


Skills and Abilities:


Presence Concealment (D): Class skill of assassin. An ability that hides the user’s presence as a servant. Upon activation, it has the following effect.

  • The magic aura Kojirou emits as a heroic spirit is hidden, and can no longer be detected.

  • Kojirou enters a concealed state with a perception DC of 14 + his stealth modifier. When concealed, creatures that fail the check cannot perceive him in any form.

Creatures with truesight completely ignore Presence Concealment. If Kojirou makes an attack, Presence Concealment dissipates. After the ability dissipates, it cannot be used again until Kojirou takes a long rest.


Mind’s Eye (Fake) (A): One of Kojirou’s personal skills. An inherent sixth sense for combat. It grants the following abilities.

  • Kojirou can add his wisdom modifier to his armor class.

  • Kojirou can add his wisdom modifier to dexterity saving throws.

  • Kojirou can have his proficiency modifier to his passive perception.

  • Kojirou has advantage on perception checks.


Knowledge of Sowa (B): One of Kojirou’s personal skills. A technique that prevents reductions in accuracy. Kojirou can never be at disadvantage for an attack roll, regardless of circumstances.


Vitrification (B+): One of Kojirou’s personal skills. A constant state of calm brought about by extreme training. It grants the following benefits:

  • Kojirou is immune to being charmed or frightened.

  • Kojirou is immune to psychic damage.

Tsubame Gaeshi: Sasaki Kojirou’s noble phantasm. A technique Kojirou originally developed to kill swallows which he adapted for use in combat. It is a partial replication of second magic that allows his blade to exist in three places at once. Despite this, this ability is not magic, but pure human technique. As an action, Kojirou attacks a single enemy three times, and three of which are guaranteed to hit (he can still roll to see if he crits). Kojirou can only use this technique if wielding a sword. This ability can be used seven times before needing to rest. Three uses recharge after a short rest and all uses recharge after a long rest.


Fighting Style: Defense: Kojirou gains +1 to his AC.


Second Wind: Kojirou has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a Bonus Action to regain Hit Points equal to 1d10 + his Fighter level. Once he uses this feature, he must finish a short or Long Rest before you can use it again.


Action Surge: Kojirou can push himself beyond his normal limits for a moment. On his turn, he can take one additional action on top of his regular action and a possible Bonus Action. Once he uses this feature twice, he must finish a short or Long Rest before he can use it again. This ability can be used only only once on the same turn.


Extra Attack: Kojirou can attack four times, instead of once, whenever he takes the Attack action on his turn.


Indomitable: Kojirou can reroll a saving throw that he fails. If he does so, he must use the new roll. After he uses this ability three times,  he can’t use this feature again until he finishes a Long Rest.


Fighting Spirit: Kojirou’s intensity in battle can shield him and help him strike true. As a bonus action on his turn, he can give himself advantage on all weapon attack rolls until the end of the current turn. When he does so, he also gains 15 temporary hit points. Kojirou can use this feature three times. He regains all expended uses of it when you finish a long rest.


Elegant Courtier: Kojirou’s discipline and attention to detail allows him to excel in social situations. Whenever he makes a Charisma (Persuasion) check, he gains a bonus to the check equal to his Wisdom modifier. Kojirou’s self-control also causes him to gain proficiency in Wisdom saving throws.


Tireless Spirit: When Kojirou rolls initiative and has no uses of Fighting Spirit remaining, he regains one use.


Rapid Strike: Kojirou knows how to trade accuracy for swift strikes. If he takes the Attack action on his turn and has advantage on an attack roll against one of the targets, he can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. He can do so no more than once per turn.


Strength Before Death: Kojirou’s fighting spirit can delay the grasp of death. If he takes damage that reduces him to 0 hit points, he can use his reaction to delay falling unconscious, and he can immediately take an extra turn. While Kojirou has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill him. When the extra turn ends, he falls unconscious if he still has 0 hit points.

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



This is mostly paraphrased from Type-Moon wiki, so most of the credit goes to them.

Sasaki Kojirou, the legendary rival to great hero Miyamoto Musashi, or so the tales say. However, it’s unlikely that this man ever existed. It’s very possible that Sasaki was just a formulated character creative to be an antagonist to Musashi’s story. As such, this man is not Kojiro, but merely the lost soul of nameless samurai who has been granted the identity and abilities of Sasaki Kojirou, becoming an artificial heroic spirit.

This man was born to an ordinary farming family in the Japanese countryside. One day, he came upon a master sword in the mountains. The master trained him in the behavior of a swordsman but did not actually teach him any swordplay. The master died a month later. From there the man headed out into the world to hone his swordplay. Nothing is known about this man’s life, but at some point he developed a technique resembling Tsubame Gaeshi, which is what allowed him to be summoned as Sasaki Kojiro. This man died without his name ever being recorded.



This is mostly paraphrased from Type-Moon wiki, so most of the credit goes to them.

Assassin is always cool and composed, even keeping a level head if his life is in danger. However, Assassin often has sarcastic and mocking air about him. He seems to find amusement in pointing out others flaws to them, often in his typical cool manner. Even his allies are subject to ridicule. Despite this, he’s not without honor. Assassin will never raise his blade against an unarmed opponent. In fact, besides mockery, honorable duels with skilled swordsmen (or swordswomen) are the only other thing he seems to enjoy.

Assassin is completely disinterested in the Holy Grail, only joining the competition to test his skills against the best of the best. He doesn’t even care if he wins, he just wants to see how far his skills will take him. As such, he doesn’t hide his true name like other heroic spirits and he regularly shares his true identity upon revealing himself to a foe. While he could use the Grail to become the real Sasaki Kojirou, he’s disinterested in such a prospect, being completely content with being a fake.

Due to his life experiences, he’s often indifferent in regards to life and death. Sometimes he can come off as aloof and disconnected from others. He is honestly a bit of a loner.

Assassin enjoys sitting outside and clear nights and quietly watching the moon; he wouldn’t be opposed to an ally joining him though.



Leave a Comment

Your email address will not be published. Required fields are marked *