Fighter
Base Class: Fighter

Warriors of old and soldiers of war, wielding techniques perfected and passed down through countless generations strike fear into those that witness them on the battlefield. While not in combat, they prefer to keep to themselves. There is very little, if anything, they hold more value in than their honor.

A human in oddly dressed attire spots a foot soldier up ahead surrounded by goblins. He rushes over with extraordinary speed and charges in between the barrage of incoming blades, shielding every last one with his scabbard. The goblins step back, however it was too late. The crackle of lightning fills the air as each goblin falls simultaneously. He flicked his blade, sheathed his sword, and kept on his way.

As an Eladrin silently drinks his ale two men interrupt him, threatening him to give over all his money. The Eladrin snickers, then continues drinking his ale. The two men attack. With unnatural speed the Eladrin throws his ale up in the air and lazily dodges the first jab. He tosses his chair toward the second man before he could react and in a single blink of an eye, his curved blade presses at the others neck. The Eladrin instinctively catches his ale and takes a sip.

An Orc charges toward an Elf, who stands calm and composed. As the Orc closes in, the Elf focuses until her mind is completely blank. She opens her eyes and notices an opening in the Orc's defense. The Orc lifts his greatclub and gets ready to strike. As they meet halfway, the Elf ever so slightly dodges his attack then gracefully cleaves through from the left waist past its right shoulder. The beast lets out an ugly scream, then falls at her feet.

Regardless of the origin or path of these swordsmen, one thing is certain, they are all known as Samurai

Honor Archetype lvl 3

Honor Archetypes

Shogun

Samurai who take up the Shogun archetype are masters at commanding others and are able to raise their allies’ morale. At the 7th level, you gain the following effect: while in Fire Stance, allies within 15ft of you gain a bonus to their damage rolls equal to your Strength Modifier (does not double on a Critical hit). Additionally, at the 13th level you gain the following effect: while in Water Stance, your allies movement speed cannot be reduced.

Kiai Shout

At 3rd level, you learn the power to intimidate your enemies with a powerful war cry. As a bonus action, choose an enemy that can hear you: the target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. The enemy may repeat the saving throw at the end of each of their turns. The save DC equals 8 + your Strength modifier + your Proficiency Bonus. You then have to finish a short or long rest in order to use this again.

Commanding Boost

When you reach 7th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Strength modifier + 2. Your allies gain advantage and +2 on attack rolls until the end of your next turn. You regain the use of this ability after a short or long rest.

Calm Under Pressure

At 10th level, you have become attuned to the environment of battle and are able to reassure your allies. As a bonus action, choose a number of allies equal to your Strength modifier + 2. You and them regain hit points equal to your Wisdom modifier + Samurai level. You regain the use of this ability after a long rest.

Kiai Command

At 14th level, you can use a bonus action to combine the Kiai Shout with your Commanding Boost. You regain the use of this ability after a long rest. Using this feature doesn't consume your normal use of each individual feature.

War Cry

At level 18 you are a very experienced commander, becoming mentally and vocally stronger. You can now use every other command and shout twice between their respective rests.

Iaijutsu Master

The Iaijutsu Master is the ultimate participant in the art of focusing on an opponent's weak spot, gathering spiritual strength before the fateful strike all from having their Katana sheathed and striking in the same instant. At the 7th level, you gain the following effect: while in Lightning Stance, you gain 15ft to your base speed. Additionally, at the 13th level you gain the following effect: while in Stone Stance, you can use your action to gain AC equal to your Proficiency Modifier until the start of your next turn.

Ritual Dueling

Starting when you gain this archetype at 3rd level, you may spend a bonus action to concentrate on an individual enemy and attain plus 5 to attack rolls made against that target while you maintain concentration. At the 13th level you also attain a plus 5 to damage rolls against the enemy you are focusing on. You are able to perform this ritual a number of times equal to twice your Proficiency modifier, regaining up to half of the expended uses after a short rest and all uses after a long rest. Additionally you are now proficient in perception, if you are already proficient then you gain expertise and you have advantage in Wisdom(perception checks) by hearing.

Lightning Blade

Starting at 7th level once per encounter you can use both your action and bonus action to attack all enemies within a 20 foot radius around you. This happens instantly and lightning crackles around and pops around every enemy that was just attacked. Enemies that took a hit must make a DC 18 constitution saving throw or take 5d6 lightning damage and be at disadvantage on attack rolls done to them for 2 turns. You take one level of exhaustion after completing this ability. At level 14 you no longer take a level of exhaustion.

Strike From The Void

Starting at 10th level you now add your Proficiency modifier to your damage when attacking with your Daisho weapon. Also on one attack per turn you may extend the physical force of your weapon attacks. You may do this a number of times equal to one-half of your Samurai level (rounded down). By doing this you add an extra 5 ft to your melee reach. A sword attack that would usually require 5 ft reach becomes 10, a pole-arm attack could be made at 15 ft instead of 10. Additionally you can use one of these charges to travel in the void, using your reaction to teleport up to 25 feet. After a long rest regain all uses.

One Strike Two Cuts

Beginning at 14th level when you land a hit on a creature you may use your reaction to make an additional attack on that enemy, dealing 6d8 Lightning damage on a hit. You may do this a number of times equal to half your Samurai level rounded down, regain expended uses after a long rest.

Heightened Awareness

Starting at the 18th level, whenever you begin combat, attack rolls made against you have disadvantage until the end of your first turn.

Kyūdō

Kyūdō is an elite form of archery used by Samurai to kill foes from great distances. At the 7th level, you gain the following effect: while in Wind Stance, your Longbow's range increases to 300/900. Additionally, at the 13th level you gain the following effect: while in Earth Stance you can only go prone if you fall unconscious.

Twin Arrows

Upon choosing Kyūdō at the 3rd level, your skill with the bow allows you to nock a second arrow (provided you have the ammunition available) on the first attack you make on your turn (the attack is made normally). If you miss, any other attack you make this turn does not gain the benefit (even if it hits). On a hit, you deal the normal weapon damage plus an extra 1d4 Piercing Damage for the second arrow. This damage increases to 1d6 at level 7 and 1d8 at level 14.

Bowmen's Reflex

At the 7th level, when a projectile attack (i.e. arrows or thrown weapons) targets you, you can use your reaction to attempt to intercept it with an arrow. Make an attack roll against the projectile's AC (AC= enemies attack roll). You can do this as long as you have arrows available to shoot. Starting at the 13th level you can use this ability against projectiles targeting your allies within your weapons normal range.

Yugamae

Upon reaching 10th level you learn Yugamae which consists of three possible abilities you can add to one of your attacks, once per turn.

Torikake, while gripping the bowstring with maximum strength you make a ranged bow attack without adding Proficiency or Ability Score modifiers to the attack roll. If the attack hits, you add +20 to the damage roll.

Tenouchi, you position your hand allowing you to use your bow effectively in close-quarter combat. Using this ability allows you to make a ranged attack roll on an enemy within 5ft of you without being at disadvantage on the attack roll.

Monomi, as a free action choose a target you can see; for 1 minute you add double your proficiency bonus to attack rolls against the chosen target. This effect ends once the target dies or you lose line of sight on it.

You can use each ability twice. You must finish a long rest before you can use the Yugamae abilities again.

Phantom Arrow

Starting at 14th level, you can recall an arrow that misses its target. Once per turn, if you miss an attack with a bow, you can use your reaction to return the arrow to you and make the attack again. You can do this a number of times equal to your proficiency modifier. Regain expended uses after a long rest.

Chaos Volley

Upon reaching the 18th level You can use your action to rain down arrows that explode with elemental energy upon impact. You may shoot up to a number of arrows equal to your Dexterity modifier. Any creatures within a 20ft radius of a point you can see that are within your weapon’s range must make a DC 18 Dexterity saving throw or take 8d6 damage on a failed saved or half as much on a successful one (you choose the damage type before rolling damage dice). Each arrow deals the same amount of damage and can be shot at the same point, but any creature caught in the radius of more than one arrow only makes the save once. You can use this feature a number of times equal to 1 + your wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

Honor Archetype Feature lvl 7

Shogun

Commanding Boost

When you reach 7th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Strength modifier + 2. Your allies gain advantage and +2 on attack rolls until the end of your next turn. You regain the use of this ability after a short or long rest.

Laijutsu Master

Lightning Blade

Starting at 7th level once per encounter you can use both your action and bonus action to attack all enemies within a 20 foot radius around you. This happens instantly and lightning crackles around and pops around every enemy that was just attacked. Enemies that took a hit must make a DC 18 constitution saving throw or take 5d6 lightning damage and be at disadvantage on attack rolls done to them for 2 turns. You take one level of exhaustion after completing this ability. At level 14 you no longer take a level of exhaustion.

Kyūdō

Kyūdō is an elite form of archery used by Samurai to kill foes from great distances. At the 7th level, you gain the following effect: while in Wind Stance, your Longbow's range increases to 300/900. Additionally, at the 13th level you gain the following effect: while in Earth Stance you can only go prone if you fall unconscious.

 

Honor Archetype Feature lvl 10

Shogun

Calm Under Pressure

At 10th level, you have become attuned to the environment of battle and are able to reassure your allies. As a bonus action, choose a number of allies equal to your Strength modifier + 2. You and them regain hit points equal to your Wisdom modifier + Samurai level. You regain the use of this ability after a long rest.

Laijustsu Master

Strike From The Void

Starting at 10th level you now add your Proficiency modifier to your damage when attacking with your Daisho weapon. Also on one attack per turn you may extend the physical force of your weapon attacks. You may do this a number of times equal to one-half of your Samurai level (rounded down). By doing this you add an extra 5 ft to your melee reach. A sword attack that would usually require 5 ft reach becomes 10, a pole-arm attack could be made at 15 ft instead of 10. Additionally you can use one of these charges to travel in the void, using your reaction to teleport up to 25 feet. After a long rest regain all uses.

Kyūdō

Yugamae

Upon reaching 10th level you learn Yugamae which consists of three possible abilities you can add to one of your attacks, once per turn.

Torikake, while gripping the bowstring with maximum strength you make a ranged bow attack without adding Proficiency or Ability Score modifiers to the attack roll. If the attack hits, you add +20 to the damage roll.

Tenouchi, you position your hand allowing you to use your bow effectively in close-quarter combat. Using this ability allows you to make a ranged attack roll on an enemy within 5ft of you without being at disadvantage on the attack roll.

Monomi, as a free action choose a target you can see; for 1 minute you add double your proficiency bonus to attack rolls against the chosen target. This effect ends once the target dies or you lose line of sight on it.

You can use each ability twice. You must finish a long rest before you can use the Yugamae abilities again.

Honor Archetype Feature lvl 14

Shogun

Kiai Command

At 14th level, you can use a bonus action to combine the Kiai Shout with your Commanding Boost. You regain the use of this ability after a long rest. Using this feature doesn't consume your normal use of each individual feature.

Laijutsu Master

One Strike Two Cuts

Beginning at 14th level when you land a hit on a creature you may use your reaction to make an additional attack on that enemy, dealing 6d8 Lightning damage on a hit. You may do this a number of times equal to half your Samurai level rounded down, regain expended uses after a long rest.

Kyūdō

Phantom Arrow

Starting at 14th level, you can recall an arrow that misses its target. Once per turn, if you miss an attack with a bow, you can use your reaction to return the arrow to you and make the attack again. You can do this a number of times equal to your proficiency modifier. Regain expended uses after a long rest.

Honor Archetype Feature lvl 18

Shogun

War Cry

At level 18 you are a very experienced commander, becoming mentally and vocally stronger. You can now use every other command and shout twice between their respective rests.

Laijutsu Master

Heightened Awareness

Starting at the 18th level, whenever you begin combat, attack rolls made against you have disadvantage until the end of your first turn.

Kyūdō

Chaos Volley

Upon reaching the 18th level You can use your action to rain down arrows that explode with elemental energy upon impact. You may shoot up to a number of arrows equal to your Dexterity modifier. Any creatures within a 20ft radius of a point you can see that are within your weapon’s range must make a DC 18 Dexterity saving throw or take 8d6 damage on a failed saved or half as much on a successful one (you choose the damage type before rolling damage dice). Each arrow deals the same amount of damage and can be shot at the same point, but any creature caught in the radius of more than one arrow only makes the save once. You can use this feature a number of times equal to 1 + your wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses.

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