Base Class: Fighter
A person of honor that follows the Bushido. The samurai has a unique fighting style depending of his master/ dojo who they learnt from.
Iron Will
Beginning when you choose this archetype at 3rd level, you gain the ability to let 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 all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
Moment of peace
Starting at 7th level, As a bonus action your character will focus on their inner thoughts as have advantage on any wisdom and dexterity saving throw or ability check
This can be used 3 times a long rest or their mental state will break after. at levels 13 .,17 the count will increase by one as their mental fortitude strengthens
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Iron Will remaining, you regain one use.
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.
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 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.
Burst
At 18th level, In a moment of concentration you exert energy and gain 75% of your movement speed to move in combat range. if you pass an enemy or stop in melee range of an enemy your deal a 1d4 damage if you have a parrying blade equipped in your offhand.
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