Fighter
Base Class: Fighter

A powerful warrior in the service of a local lord, they represent the power of the ruling powers.

Court Etiquette

When you choose this archetype at 3rd level, you gain proficiency in the Insight and Performance skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Daisho Fighting Style

Starting at 3rd level, when you use the attack action with a Longsword while wielding a Shortsword in your other hand, you deal damage as if you were wielding the Longsword in 2 hands and you gain the Dual-Wielder feat.

You also gain a number of Temporary Hit Points whenever you roll initiative equal to your level in this class plus your Wisdom modifier.

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 in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Challenging Stare

Starting at 10th level, a Samurai learns the Fear spell and can cast it a number of times per Long Rest equal to his Wisdom modifier. (Wisdom is your casting modifier for this spell)

He also gains proficiency in the Intimidation skill and adds his strength modifier to all Charisma (Intimidation) rolls.

Kiai Strike

Once during your turn, when you hit with a weapon attack, you can increase the weapon damage by your level.

You can use this feature a number of times equal to your Proficiency Modifier per short rest.

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.

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