Fighter
Base Class: Fighter

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion.

 

History

Gain proficiency in History

Insight

Gain proficiency in Insight

Performance

Gain proficiency in Performance

Persuasion

Gain proficiency in Persuasion

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a reaction 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 temporary hit points equal to your overall level times 5 divided by 2 rounded down. You can use this feature 3 times at 3rd level, 5 at 10th, and 7 at 15th level. You regain all expended uses of it when you finish a short rest.

 

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency between Wisdom, Intelligence, or Charisma saving throws.

Charisma

You gain proficiency in Charisma saving throws

Intelligence

You gain proficiency in Intelligence saving throws

Wisdom

You gain proficiency in Wisdom saving throws

Tireless Spirit

Starting at 10th level, your temporary hit points now stack but all temp hp will disappear after 3 of your turns and if your temp hp exceeds your overall level times 5 divided by 2 (rounded down).

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

 

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use a free action to delay falling unconscious, and you can immediately take an extra turn. While you have 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 you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

 

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