Base Class: Fighter
Your fighting style is based on the ancient Japanese fighting style of the samurai.
Parrying Strike
At 3rd level, you may take your action to ready your blade for an attack. If you do so, add your Dexterity modifier to your AC until the beginning of your next turn. If the first creature to attack you after activating this ability misses you with an attack and is within 5ft, you can make an attack against the creature with using you weapon. If you do this, you cannot take your weighted action on your turn (you can still use Second Wind or Action Surge).
Ancient Training
At 3rd level, you decide in what way your were trained in your samurai art. Pick between Bushido or Nindo training below:
Bushido: Your training focused in methodical and precision based combat. You add an additional 1d6 to damage from weapons your are proficient with, which increases to 1d8 at level 7, 1d10 at level 10, and 1d12 at level 15. When you gain the Extra Attack feature, when you take that action, you can roll the attack roll and damage roll for each attack as one action instead of rolling separately for each attack roll and damage roll. You add all the damage dice from each attack to the one attack.
Nindo: Your training focused on quick and ferocious combat. At 3rd level, you may take the Attack Action as a bonus action when using a weapon you are proficient with. When you gain the Extra Attack, and you take that action, you may make an addition attack along with the attacks you are making (If your extra attack gives you two attacks, make three instead, ect.). When you hit level 10, you add two attacks to your Extra Attack action, and at level 18, you add three attacks to your Extra Attack.
Restless Training
At 7th level, your ceaseless training allows you to pick an additional Fighting Style.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Like The Wind
At 10th level, Your body has adapted to the flow of combat. You walking speed increases by 10ft, and taking the dash action doesn't provoke an opportunity attack from other creatures. At 15th level, you are able to walk over difficult terrain without any penalties to speed.
Masterful Training
At 15th level, your training has enabled you to make the worse situation not as bad. You may use a charge of this ability to make a natural fail a normal fail. This ability has 3 charges, which are replenished on a long rest.
Spiritual Enlightenment
At 18th level, your connection with the spiritual plan due to your training has allowed you to face death. When your hit points reach 0, you may roll half of your hit dice and regain that much HP, and immediately be stabilized. You may use this ability once per long rest.
Previous Versions
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