Base Class: Fighter
Iaijutsu is a combative quick-draw sword technique. This art of drawing the Japanese sword, katana, is one of the Japanese koryū martial art disciplines in the education of the classical warrior. Iaijutsu is a combative sword-drawing art but not necessarily an aggressive art because iaijutsu is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. The formulation of iaijutsu as a component system of classical bujutsu was made less for the dynamic situations of the battlefield than for the relatively static applications of the warrior's daily life off the field of battle.
Weapon Finess
At 3rd level, an Iaijutsu Samurai may use their Dexterity modifier instead of their Strength modifier on attack rolls with their Bonded Weapon. Their Bonded Weapon is consider to have the finesse property as well.
Fighting Spirit
Starting at 3rd 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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary 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, and you regain all expended uses of it when you finish a long rest.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. It has to be a weapon that is one-handed or versatile. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Parting Wave
Starting at 5th level, you can use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your fighter level.
Bending Reed
Starting at 10th level, when another creature damages you with a melee attack, you can use your reaction and roll 1d10+ your Dexterity Modifier to reduce the damage by the result.
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 and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current 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.
Mighty Long Fall
Starting at 18th level, you become a master of death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Previous Versions
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