Fighter
Base Class: Fighter

The Samurai of the Turtle Clan who follow the Stalwart school of warfare are experts at holding the line, especially against the dangerous oni who invade the Eastern Empire.

Bonus Proficiency

At 3rd Level, you gain proficiency in History. If you are already proficient in History, you gain proficiency in either Religion or Nature.

History

You gain proficiency in History.

Nature

Nature

Religion

You gain proficiency in Religion.

The Shell of the Empire

Samurai of the Turtle Clan are continuously reminded that they are the first line of defense against the horrors from the east. As such, they learn to grit through even devastating injuries to continue to fight. At 3rd Level, you may ignore 1 critical hit against you per long rest, reducing it to a normal hit. At 9th and 15th levels, this increases by 1.

Monster Slayer

Turtle Clan Samurai are trained to bring down the largest of the horrific enemies first, and learn specific techniques to deal the most damage to weak points against these large foes. Starting at 7th level, when attacking Large or bigger creatures, you gain an additional bonus to attack rolls equal to your Proficiency bonus.

Weight of the Waves

The Samurai of the Turtle Clan learn techniques to use the large size and weight of horrible creatures against themselves, pinning a leg or arm, or turning a mighty strike into a miss, in order to defeat these beasts. Starting at 10th level, you may use your reaction to add a bonus to your AC equal to your Constitution modifier against Large or bigger creatures until the beginning of your next turn.

Shield Against Shadow

At 15th level, you have become a bulwark against the forces of darkness which assail the Empire. You gain Resistance to Necrotic damage and advantage on saving throws against Corruption.

The Shell Does Not Break

At 18th level, the Turtle Clan Samurai has become a centered mass of strength and honor. Once per Long Rest, the Samurai can use The Shell Does Not Break as a Free Action. For rounds equal to your Constitution modifier, your ignore all conditions, ignore difficult terrain, and any other negative effects (such as the Bane spell). In addition, you do not fall unconscious if you fall to 0 hit points or lower. At the end of this effect, if you are at 0 hit points or lower, you fall unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2019 4:38:15 PM
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12/9/2019 11:08:52 PM
45
1
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Coming Soon

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