Base Class: Fighter
A revised subclass meant to increase strength and versatility in combat and roleplay while keeping the identity of the original.
A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain Proficiency with a skill or tool, and an Instrument or gaming set 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 attack rolls until the end of your turn. When you do so, you also gain Temp Health equal to your Fighter level.
You can use this feature a number of times each rest equal to your Proficiency Bonus.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations.
Whenever you make a Wisdom or Charisma skill check, that you are not Proficient in you can add half of your Proficiency Bonus (rounded up)
Your self control also causes you to gain Proficiency in Wisdom, and Charisma Saving Throws.
Tireless Spirit
Starting at 10th level, when you roll Initiative you regain a use of Fighting Spirit, if you are not missing any charges you gain Temp Health equal to your Fighter level.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. Once per action when you make an attack roll with Advantage, you forgo the Advantage and instead make two attacks against that target.
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 instead be reduced to 1 Hit Point and immediately take an extra turn, interrupting the current turn.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Previous Versions
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10/14/2025 2:09:26 AM
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75
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Coming Soon
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