Base Class: Fighter
A Samurai is known for their elegance, honor, courage and skill. Fierce in battle they are also known for their one-on-one duels where one strike can end it all. This in turn is what you will be doing.
This class you will focus on being a menace to your enemies and a danger to be caught alone. You will use your abilities by using Honor Points and get the attention off your less physically inclined allies and onto yourself. One of the main features of this Subclass is the Duel feature. When duelling both characters roll a D20 and add any attack modifiers. The one who rolls the highest wins and the other drops to zero hit points.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice. Alternatively, you learn one language of your choice.
Honour Points
These points allow you to use a variety of special abilities as a Bonus Action. You start with 3 points and gain more as you put levels into this subclass, these points reset on a Long Rest. These abilities include:
Earth Stance - Cause an enemy to make a Wisdom saving throw (8 + Wis Mod + Proficiency) and on a failed save they are locked into a duel with you. (DMs discretion). Whenever you Duel both you and the enemy must roll a 1d20 + modifiers (+to attack) Whoever wins kills/downs the other. If the enemies max hp is higher than 30hp however you do not kill them instantly, instead you roll double damage (as if you hit a critical). The enemy must be of Medium size or smaller and Humanoid, as well as this they must understand either your language or body language. Costs 2 Honor point.
(Upon reaching level 8 you gain the ability to duel 2 opponents at once as well as the max hp of the enemy limit increases to 50hp and upon reaching level 16 you gain the ability to duel 3 at once and the max hp limit of an enemy increases to 80hp. All make separate wisdom saves) Can only be used once per combat encounter.
Water Stance - Add +3 to your AC as you focus on dodging your enemy but take a -5 to your attack rolls. Costs 1 point, you can use 2 points and use it as a reaction. Lasts until the end of your next turn.
Air Stance - You gain advantage to all attack rolls for 2 rounds of combat however once this effect is over your opponents gain advantage on you for 1 round of combat. Costs 2 points.
Fire Stance - Spend 2 points + an action to use, upon usage you automatically hit and crit your enemy with a chance at stunning them if they fail a DC (8 + Wisdom + Proficiency) Wisdom Save. Whenever you reach level 10 you automatically stun medium or smaller creatures (to the dms discretion)
Honour Points increase to 4 upon hitting level 6 and 5 upon hitting level 11
Attentive Fighter
As your experience as a fighter grows you’ve become greatly more aware of your surroundings always keeping an eye out for anything suspicious. Whenever making a perception check you can now add your wisdom modifier once more.
Master Swordsman
You have studied the blade all your life and now you can truly call yourself a master but a master can still continue to learn. Starting at level 10 you gain 1D6 to your attack roll. This increases to 2D6 at level 16.
Bloodied and Fierce
You have seen war. Have been part of it also. You know what horrors lie ahead and that had made you fearless and relentless.
Starting at the 15th level you are immune to the Frightened condition. The countless battles you have fought outnumbered has also made you a master of fighting them, Whenever you enter a combat encounter where the enemies outnumber your party and allies you gain advantage on initiative rolls. You also gain the following abilities:
Blood Bath - Costs 1 - Whenever you land the final blow on 2 enemies in a row you enter a state of carnage. On your next turn, you can cause an enemy to make a Wisdom Saving Throw DC (8 + WIS MOD + Proficiency), on a failed save the enemy becomes frightened of you. This is free action.
The Art of Single Combat - Costs 2 - Whenever you enter combat with an enemy and you are the only ally within a 10ft sphere centred on them you can use this ability and choose one of the following;
1. You gain advantage on attack rolls until you are hit.
2. They have disadvantage on attack rolls made against you until you hit them.
3. If you roll a natural 18 or higher on your first attack you can disarm the opponent.
4. If you roll a Natural 20 you deal triple damage.
If an ally comes within range before you can use any of these you cannot use it. After using this ability you must have a short or long rest before being able to use it again.
Legendary Warrior
Your training has made you near unstoppable and you have learned to watch your opponents carefully for the perfect opportunity to strike them down.
Legendary Reaction - Cost 3 Points, As a reaction you can use 5 Honor Points whenever an enemy is within 15ft of you and is targeting an ally for an attack (you must call this before any roll is decided). You dash towards the enemy, roll and attack and if you hit them you deal damage plus they must make a wisdom saving throw DC (8 + Wisdom Mod + Proficiency) or be unable to carry out the rest of their turn.
On top of this you are now able to use the following ability.
Counter-Strike - Costs 2, Whenever an enemy tries to attack you and misses you can spend 2 Honor points to gain an attack of opportunity with advantage. You can only do this twice per round.
Previous Versions
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8/22/2021 9:56:56 AM
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Alpha
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8/22/2021 10:10:55 AM
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8/22/2021 11:42:31 AM
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Alpha V3
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8/25/2021 12:41:15 AM
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3/27/2024 10:53:21 AM
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Beta V2
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