Base Class: Fighter
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. All this, when combined with the tools of an Awakened Samurai, create a near unstoppable foe equally capable of either brute forcing their way through or utilizing clever tricks and tools in combat to level the playing field. In other words, a Champion Samurai.
Based on Awakened Samurai from user Eanjun, with a request from my DM to combine it with Champion
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Hidden Arsenal
If you aren't already proficient, you gain proficiency in the Sleight of Hand skill. You also gain access to 3 special weapon, and must have a free hand to use one these weapons.
Youzansen: After using the attack action, you can use a bonus action to spread a fan of blades around yourself, hitting creatures within a 5ft circle around you, either horizontally or vertically. The fan deal 1d4 slashing damage and have the finesse property. You must make a new attack roll against each enemy around you, and a 10th level, the damage increases to 2d4.
Kabari: A chain ending with a spiked metal claw, it has a range of 10 feet. As an action, you can throw the chain at an enemy, and the enemy has to succeed on a Strength DC {{savedc:str,dex}} or be pulled up to 10 feet to you, taking 1d6 + finesse piercing damage if they're within 5 feet of you. You can then use a bonus action to attack them with whatever weapon you're holding. You can attempt to pull the enemy towards you again as an action if they pass on subsequent turns (Unless they take an Action to remove the claw). If the enemy is a size larger than you, they auto-pass the save, but you can pull yourself towards the enemy up to 10 feet. The range and distance pulled by the Claw increase to 15 feet at 10th level.
Kenjyu: You produce a small handheld fireworks cannon. As a bonus action, you can make a ranged attack with a range of 15 feet in a direct line. On contact, creatures within 5 feet of the explosion must make a Dexterity DC {{savedc:str,dex}} or take 1d8 fire damage. If a creature is within 5 feet of you, you take 1d8 fire damage and are knocked by 5 feet. You can only use this weapon a number of times equal to your proficiency modifier per short rest. At 10th level, the range of the cannon increases to 20 feet and the damage increases to 2d8 fire damage.
Azami
You've learned to defend yourself in the split second before an attack hits you. As a reaction, you can add your Proficiency bonus to your AC, and if you turn the melee attack from a hit into a miss, you can make a melee weapon attack against the enemy. You must be holding a weapon to use this reaction, and it can only be used a number of times equal to your proficiency bonus per short rest.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
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.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Deeper Awakening
You reach a point of deep awakening within your spirit. Your Hidden Arsenal weapons improve, and are considered magical for the purpose of overcoming resistances and immunity. Additionally, when you use your Second Wind feature, you gain Temporary HP equal to half the number rolled.
Garyou Tensei
You can forgo your standard attacks, instead opting for an all out slash against an enemy. When you take an Attack action, you can choose to make 1 attack roll against an enemy, and the damage of the attack is multiplied by the number of extra attacks you have +2 (One single attack is multiplied by 5 if you have 3 attacks per action). You can use this feature once per long rest, only losing the use if the attack hits. You must declare you are going to use this feature before you make an attack roll, and must be holding a proficient weapon.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
True Awakening
Your spirit has fully awakened, increasing your ferocity in battle. The AC gained from Azami increases to your Proficiency bonus + Strength or Dexterity, and the number of follow up attacks for Kabari increases by 2.