Base Class: Fighter
The Field Samurai uses quick but efficient brutality to take down foes. They care less about honor and more about their fighting style, favoring greatswords, glaives, and longswords. The Field Samurai primarily uses Strength and Dexterity.
Critical Strike
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Unsheathed Temper
Starting at 7th level, your speed drawing your weapon allows you to add half your proficiency bonus (round up) to your initiative if you don't already add your proficiency.
Your foul temper also causes you to gain proficiency in Intimidation. If you already have this proficiency, you can gain expertise in this skill, or gain proficiency in another skill.
Extra Proficiency
Gain proficiency in a skill you aren't already proficient in.
Intimidation Expertise
Gain expertise in the Intimidation skill.
Intimidation Proficiency
Gain proficiency in Intimidation
Great Weapons Master
At 10th level, you gain the Great Weapon Fighting style. If you already have it, you instead gain an improved form.
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.
Improved Great Weapon Fighting
When you roll a 1, 2, or 3 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, a 2, or a 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
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 a melee weapon attack roll against 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.
Quick Draw
At 18th level, your ability to draw a sword is blindingly fast. The first melee weapon attack you make on a turn (yours or someone else's) adds your Dexterity modifier to both the attack and damage roll. If you use this in combination with Rapid Strike, you can gain the bonus on both attacks.
If your weapon is not currently drawn when you take the attack action or an opportunity attack, you may also draw your weapon for free without it counting as your free item interaction for this turn. Stowing your weapon does still count as an item interaction, as does drawing a new weapon in the middle of an attack action. If you use your Action Surge to gain a second action, you can use this feature to draw a weapon you are not currently holding if you take the attack action.