Base Class: Fighter
Sōhei study the art of battle and history of war. Between battles, they are often found meditating on themselves and reflecting on their own techniques or possible missteps. Using their own skill and understanding of historic techniques, they masterfully maneuver around the battlefield, dodging blows, and striking hard.
Finishing Blow
Beginning at 18th level, you can make a decisive finishing blow. After you hit a creature with a weapon attack, you can roll 10d10. If the creature has fewer hit points than the result + your fighter level, it is instantly killed.
Once you use this ability, you can't do so again until you finish a long rest.
Martial Flair
By 3rd level, you have perfected your own battle techniques. You gain the following martial techniques. You can't use more than one martial technique each turn. When you use a martial technique, you can choose to add flair to it, gaining an additional effect. You can add flair twice, and regain all expended uses when you finish a short or long rest.
Focus
When you take the Attack action, you can forgo one of the attacks to gain advantage on the next weapon attack you make this turn.
Flair. You don't forgo an attack.
Quick Step
When you take the Attack action, you can move up to 5 feet without using any of your movement.
Flair. You can move up to half your speed instead, without provoking opportunity attacks.
Parry
When a weapon attack is made against you, you can use your reaction to increase your AC against that attack by your Wisdom modifier (minimum of 1).
Flair. After the attack, you can make one weapon attack against the attacker.
Historic Insight
At 3rd level, you gain proficiency in the History skill. When you make an Intelligence (History) check relating to a past battle or war, your proficiency bonus is doubled for the check.
Awareness
Starting at 7th level, you have focused your mind. You can't be surprised while you aren't incapacitated, and you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
Unwavering Spirit
Beginning at 10th level, when you roll initiative and have no uses your Flair ability remaining, you regain one use.
Moments Meditation
Starting at 15th level, you find a moments meditation even in battle. When you add flair to one of your martial techniques, you can gain temporary hit points equal to 1d10 + your Wisdom modifier (minimum of 1). These temporary hit points last until the start of your next turn.
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