Fighter
Base Class: Fighter

After living a fateful strike by a blade forged by muramasa you have been afflicted with his unnatural curse. As the curse resides and grows, you begin to understand and delve into the teachings and techniques of the Iaido martial art. You may not have been chosen by fate but now its your obligation to your honor and way of life to keep the curse at bay.

 

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PS

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This is my rednition of the subclass The Cursed Samurai created by: Orbraynosaj

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.

Iaido

Beginning at level 3 when you choose this subclass, you may begin to use Quick Draw Technique Called Iaido. Quick Draw can only be used with a singular Katana or dual wielded Wakizashis. In order to use a quick draw technique, your sword(s) must be sheathed. Attacks made from a sheathed state deal 2d(X) slashing damage, where (X) is the normal attack dice for that weapon. Any attacks made with a drawn sword are calculated normally. Damage type is based off of sword type respectively, Katanas being equal to the long-sword two handed weapon die and Wakizashis being equal to short-sword weapon die. Each Quick Draw attack deals 1d6 damage to yourself. Each Quick Draw attack deals 1d6 damage to yourself. Re-sheathing your blades cost's your reaction and on a failed attack roll you only take half of the quick draw damage. 

Focused Intent

Beginning At level 3, you are able to use your bonus action to activate "The Curse of Muramasa" to allow you a greater chance to hit your opponent. The curse allows you to hone your concentration  and blood lust on a target so greatly that you gain +(X) to hit on attack rolls made against them while you maintain concentration. Upon activation The curse deals 2d4 at the 3rd level and 2d8 at the 10th level. “X” is equal to the amount of damage taken from the curse’s effect halved and rounded down. Attack rolls against target can not be made at disadvantage while concentrating. Your concentration last's up too 10 minutes or until there are no more enemy creatures in your line of sight or unconscious. As a bonus action you may refocus your attention on a new target that round, only if the previous target is slain. If you lose concentration, the taxation on your mind causes your next round of attacks to be made at disadvantage. Starting at level 10, your mental acuity has sharpened and is no longer affected if concentration is broken. 

Curse cost starting at level 3 = 2d4

Curse cost starting at level 10 = 2d8

Muramasa's Iaido Strike

Beginning at level 7, Muramasa's curse has grown and allows you to surpass yourself even further. Once per turn, you can use your full turn to unleash a Quick Draw attack against all creatures within a 15’ radius (half circle) in front of you. Your attack happens so quickly, it is as if a bolt lightning struck the ground in front of you. Creatures (friend and foe alike) hit must make a Constitution saving throw equal to (8 + STR/Dex + Pro) and you choose one of the following effects: creatures struck take 5d8 Thunder damage (half as much on a successful save)  or  creatures struck take 2d6 thunder damage and attack with disadvantage for two rounds (1 round on a save), in addition to your rolled quick attack roll(s) and damage. Because of the quickness of the strike and the stress it puts on the body, you must make a constitution saving throw of 15 on a failed save you take one level of exhaustion while a passed save reduces your movement speed by half for 10 minutes. Starting at level 14, your rigorous training has allowed you to no longer be exhausted with the use of this feature. This attack deals 2d8 physic damage to yourself as the blood-lust from Muramasa"s curse takes hold of your mind and body. You may only use this ability 3 times per long rest and if you manage to use this feature 3 times before your next the long rest you fall unconscious for 1d10 minutes and take 1 level of exhaustion. 

Drawn Essecne

Beginning at level 7 you are now able to restore a portion of your health from the life force of your enemy you just slayed. Upon their defeat, you initially restore 1d12 health plus your constitution modifier. The die amount increases as you acquire higher levels. Starting at level 14 it increases to 2d12, and at level 18 it increases to 4d12.

Improved Iaido Techniques

Beginning at level 10, you have delved into greater depths of Muramasa's curse which you are afflicted with. Your draw attack(s) now deal 4d(x) and you take 2d6 damage for each use of the quick draw action.

Dark Presence

Beginning at level 15, Muramasa's cures afflicts you even more and has grown even stronger, your eyes now reflect the darkness that gnaws at your soul. 4 times per long rest as a reaction, your cursed glare can impose disadvantage on all attacks made against you from a single enemy in a single round.

Muramasa's Cursed Blessing

Beginning at 18th level all Quick Draw attacks now gain an additional 2d(X) damage, (X) being the normal damage for the chosen weapon. Draw attacks do no incur any more damage increase. Disadvantage can not be imposed on any of your attacks. At the coast of your own life force you take 5d8 physic damage, and all of your attacks that round are made with advantage and deal maximum damage. You can only use this twice per long rest.

Previous Versions

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