Base Class: Fighter
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Fighting Spirit
Starting at 3rd level, 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 weapon attack rolls until the start of your next turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain 1 use of it on a short rest, and all uses of it when you finish a long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier, this stacks with your current charisma modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Deflecting Counter
you are well honed with a blade, gaining the ability to deflect attacks and projectiles with a masterful weave.
as a reaction you may add half of your proficiency bonus to your armor class when an attack is about to hit you.
if you successfully evade an attack you can either deflect the projectile back at someone or make a quick melee attack against them, you may continue to use the counterattacks and bonus to armor class until an enemy hits you, then the effect of this ends until you cast it again on your next turn.
this only works on attacks that use your armor class/use attack rolls.
Tireless Spirit
Starting at 10th level, when you roll initiative and have less than 3 uses of Fighting Spirit remaining, you regain one use.
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 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 this up to twice per action.
if you use action surge you may use 2 more, and if you have an effect such as haste or a speed potion, even if it only grants 1 additional attack, you may still make 2 extra attacks if you have enough normal attacks that would have advantage.
max attacks in a turn possible through this are: 4 base at level 20, +2 from this, 4 more with action surge, +2 from this again, +1 from haste, +2 from this again.
9 base attacks from action surge+haste at level 20, and you gain a max of 6 extra attacks through this. however, 6/9 (nice) of your base attacks will be made without advantage.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
lastly, if you kill the enemy that put you to 0 hp, you regain hit points equal to your fighter level.
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