Fighter
Base Class: Fighter

The race is believed to have originated to keep peace and protect those who cannot defend themselves through loyalty and honor. It is believed that the temper and pride of the Fire Genasi, and the wisdom and discipline of the Human; were fused to create a race for the weak to depend on. Worshippers of Quall.

Parry Strike

Beginning at 3rd level, you have the ability to parry and then counterattack. During your turn, you may expend your action to prepare for a strike. If an enemy makes an attack within 5ft of you, they roll at disadvantage against their target. If the attack misses you may attack them in response.

Proficiencies

You also gain 2 proficiencies that you choose from the following: Athletics, Acrobatics, Stealth, Intimidation, Insight, or Persuasion

Acrobatics

You gain proficiency in Acrobatics

Athletics

You gain proficiency in Athletics

Insight

You gain proficiency in Insight

Intimidation

You gain proficiency in Intimidation

Persuasion

You gain proficiency in Persuasion

Stealth

You gain proficiency in Stealth

Bushido

You are a prideful warrior who strives for perfection of their craft. At 3rd level you may add a d6 to 5 damage rolls. This requires a long rest to reset. Also, the damage die increases to d8’s at 10th level and d10’s at 15th.

Agile Defender

You move freely in the armor you are in. At 7th level you may now gain the full dexterity bonus from wearing medium armor.

Danger Weaver

You are a master of weaving through the battlefield. At 10th level you may make 2 DC 15 dexterity saving throws to avoid an attack. This feature uses your reaction and resets after a short rest.

Great Warrior

At 15th level when you critically succeed an attack roll, your next attack roll is guaranteed to hit unless it critically fails, which will be treated as a normal fail.

Great Warrior

You may reset 1 use of second wind and action surge once per long rest.

Samurai God

Having come to master the blade in a way very few have, you have almost become one with the weapon. At 18th level you always go first in encounters despite initiative rolls. Additionally, your parry strike only uses a bonus action and your movement does not provoke opportunity attacks.

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