Would just like for people to give me their balancing ideas for this class as I'm not as well tuned to this as others. What would you change if a players asked to play something like this instead?
Resolve (Second Wind Replacement)
You're samurai training has strengthened your resolve and has allowed you to utilize your inner strength. You start with 3 Resolve points at fighter level 1 and will gain additional points as you gain more fighter levels. As a bonus action, you may use one Resolve point to regain hit points equal to 1d4 + your fighter level. You regain all Resolve points after you finish a long rest.
The number of Resolve points to spend increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 8th level, 6 at 11th level, 7 at 14th level, 8 at 17th and 9 at 20th level.
Deflect/Evade (Action Surge Replacement)
Starting at 2nd level, the dodge action now grants bonus benefits. The way of the Samurai has taught you that patience and discipline are the virtues of survival. When you take the dodge action you wait for the time to strike to come to you. If a creature attacks you and fails to meet your AC, you may use your reaction to either Evade or Deflect.
Evade - Reposition yourself up to 5ft in any direction, regardless of how much movement you have left. This does not provoke any attacks of opportunity.
Deflect - Can only be used on melee weapon attacks. You parry the incoming attack, throwing your opponent off balance. You have advantage on attack rolls against the creature until the end of your next turn.
You will gain more benefits as you gain more levels in this class. Starting at 8th level, whenever you choose to Evade you may perform a roll Evade that repositions you 10ft away. You stop performing the Dodge action once you reposition, however. Starting at 11th level, Whenever you choose Deflect, you may counter the target creature and make an attack roll as a free reaction. Starting at 16th level, Evade becomes a free reaction and you may keep using it until a creature deals damage to you. You may not use the Deflect reaction after using Evade within the same round. Starting at 18th level, your counter attack when you use the Deflect reaction now benefits from the Extra Attack feature.
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.
Fighting Stances
Starting at 3rd level, you utilize special stances unique to the samurai culture to give yourself an advantage. You may choose 2 fighting stances from the stance list. Stances can only be used after you role initiative for the purposes of combat and no longer benefit or hurt you if you attempt to climb, swim, help, disengage, use an object, search or cast a spell. As a bonus action, you may stop utilizing any and all stances.
At later levels you may choose more stances and more stances are available at higher levels.
Fire Stance
An ancient stance mastered by monastery monks to fend off evil magics. As a bonus action, you may use Fire Stance. When a creature makes a melee spell attack roll or attacks with a magic weapon, you impose disadvantage. Additionally, you have advantage to all dexterity saving throws in order to avoid a spell's effects. Creatures attacking you with non-magical attacks have advantage and you have disadvantage on dexterity saving throws when trying to avoid a non-magical effect.
Moon Stance
A stance that utilizes deeper strikes meant for easy to hit targets. As a bonus action you may use Moon Stance. You are adept at fighting creatures that are bigger than you but are hindered when fighting creatures the same size or smaller than you. Creatures that are the same size or smaller than you have advantage on attacks against you. When you deal damage with a melee weapon you may add an additional damage die for every size larger a creature is than you.
Stone Stance
A basic fighting stance first learned by many samurai. Perfectly balanced, Stone Stance allows for your form to adapt to all martial attacks at the cost of aggression. As a bonus action, you may use Stone Stance. You're dexterity modifier is doubled when calculating AC but your movement is halved and you can't move through difficult terrain.
Sun Stance
A rogue warrior stance. Famous among lord less fighters that strike undisciplined. As a bonus action, you may use Sun Stance. While in Sun Stance your melee weapon deals an additional die of its damage and you are vulnerable to all damage. If you would be resistant then you take damage as normal. If you would be immune then you remain immune.
Water Stance
An unbalanced and top heavy stance, Water Stance allows you to utilize more swift strikes at the cost of lethality. As a bonus action, you may use Water Stance. You may attack one additional time for every attack you make with the attack action. All creatures are resistant to your attacks while in Water Stance. If they would be vulnerable the would be dealt damage as normal and if they would be resistant then they are immune.
Wind Stance
An ancient battle stance traditionally used by female warrior clans. A more dexterous and agile balance that allows for elusive fighting at the cost of aggression, As a bonus action you may use Wind Stance, allowing you to use the dodge action as a free action even if you used your action to do something else. While using Wind Stance you're attacks have disadvantage.
Sakai Renown
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Heavenly Strike (Indomitable Replacement)
Starting at 7th level, your faith in your sword rewards you. Whenever you hit a creature with a melee weapon attack you may spend one resolve to deal an additional 2d6 lightning damage. If this kills the creature, every non- allied creature within 10 ft of you must succeed on a wisdom saving throw (DC = 10 + proficiency) or become frightened of you until the end of their next turn.
You may spend more resolve to increase the lightning damage by 2d6 for every resolve spent. The DC for the wisdom save increases by one per resolve spent.
Samurai Physique
Starting at 10th level, your physical training and exercise gives you reliable athleticism. You gain proficiency in Athletics if you don't already have it. Your proficiency bonus is doubled for this skill. You have a climbing speed of 30 feet and whenever you have advantage when making high jump or long jump related skill checks and you are able to use your Dexterity modifier when calculating jump distances.
Enhanced Stances
Your samurai training has improved your technique and discipline further. Allowing your stances to become enchanced.
Stone Stance: Your Wisdom modifier is added to your AC calculation.
Water Stance: Creatures are no longer resistant to your attacks while in Water Stance.
Wind Stance: Your movement no longer provokes attacks of opportunity
Moon Stance: Heavenly Strike now does 2d6 lightning damage for every size larger a creature is than you. spending more resolve does not scale the damage die further in relation to a creature's size.
Fire Stance: When a creature tries to attack you with a spell attack roll they have disadvantage.
Sun Stance: Creatures have disadvantage while trying to attack you.
Iron Will
Starting at 15th level, your strong will allows you to save yourself from defeat. Whenever you must make a death saving throw you may instead use up to three resolve points to succeed up to three death saving throws (one resolve point per death save) and bring yourself from the brink of death. If you make a death save then you may not use a resolve point until your next turn. If you spend all three resolve points in one turn then you will additionally become conscious and regain hitpoints equal to 1d6 + your fighter level per resolve point spent.
Tsujigiri
Starting at 18th level, you're discipline and skill match no other. You have become a master samurai. In commemoration of this achievement, you are able to demonstrate your power. Holding your sword within it's sheathe and quieting your mind, you prepare for all incoming attacks.
As an action, you may taunt all creatures of your choice within 60 feet of you and take on a special dueling stance until the start or your next turn. Creatures you taunt must succeed on a Wisdom saving throw or be compelled to attack you for 1 minute. Any movement they make must be towards you and they can only use the attack action on you.
While in this stance all reactions are free, you may use the Deflect or Evade reactions (any restrictionson using both is removed), you impose disadvantage on all melee and ranged attacks against you, you have advantage on all saving throws, you can't be surprised and any attack you hit is a critical hit.
If you take damage while in this special stance you are immediately knocked unconcious and all creatures remain taunted until after 1 minute of initiating the taunt, the taunted creatures are attacked by another creature, effected by another spell or until you are dead.
You do realize that there already exists a Samurai subclass for Fighters, right? Also, only Moderators and Staff can see unpublished homebrews through the link unless the viewer is in a DDB campaign with you. If you drag highlight your subclass features and copy them you can paste it into this thread so everyone will be able to read your subclass.
https://www.dndbeyond.com/subclasses/1110618-sakai-samurai
Would just like for people to give me their balancing ideas for this class as I'm not as well tuned to this as others. What would you change if a players asked to play something like this instead?
Resolve (Second Wind Replacement)
You're samurai training has strengthened your resolve and has allowed you to utilize your inner strength. You start with 3 Resolve points at fighter level 1 and will gain additional points as you gain more fighter levels. As a bonus action, you may use one Resolve point to regain hit points equal to 1d4 + your fighter level. You regain all Resolve points after you finish a long rest.
The number of Resolve points to spend increases when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 8th level, 6 at 11th level, 7 at 14th level, 8 at 17th and 9 at 20th level.
Deflect/Evade (Action Surge Replacement)
Starting at 2nd level, the dodge action now grants bonus benefits. The way of the Samurai has taught you that patience and discipline are the virtues of survival. When you take the dodge action you wait for the time to strike to come to you. If a creature attacks you and fails to meet your AC, you may use your reaction to either Evade or Deflect.
Evade - Reposition yourself up to 5ft in any direction, regardless of how much movement you have left. This does not provoke any attacks of opportunity.
Deflect - Can only be used on melee weapon attacks. You parry the incoming attack, throwing your opponent off balance. You have advantage on attack rolls against the creature until the end of your next turn.
You will gain more benefits as you gain more levels in this class. Starting at 8th level, whenever you choose to Evade you may perform a roll Evade that repositions you 10ft away. You stop performing the Dodge action once you reposition, however. Starting at 11th level, Whenever you choose Deflect, you may counter the target creature and make an attack roll as a free reaction. Starting at 16th level, Evade becomes a free reaction and you may keep using it until a creature deals damage to you. You may not use the Deflect reaction after using Evade within the same round. Starting at 18th level, your counter attack when you use the Deflect reaction now benefits from the Extra Attack feature.
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.
Fighting Stances
Starting at 3rd level, you utilize special stances unique to the samurai culture to give yourself an advantage. You may choose 2 fighting stances from the stance list. Stances can only be used after you role initiative for the purposes of combat and no longer benefit or hurt you if you attempt to climb, swim, help, disengage, use an object, search or cast a spell. As a bonus action, you may stop utilizing any and all stances.
At later levels you may choose more stances and more stances are available at higher levels.
Fire Stance
An ancient stance mastered by monastery monks to fend off evil magics. As a bonus action, you may use Fire Stance. When a creature makes a melee spell attack roll or attacks with a magic weapon, you impose disadvantage. Additionally, you have advantage to all dexterity saving throws in order to avoid a spell's effects. Creatures attacking you with non-magical attacks have advantage and you have disadvantage on dexterity saving throws when trying to avoid a non-magical effect.
Moon Stance
A stance that utilizes deeper strikes meant for easy to hit targets. As a bonus action you may use Moon Stance. You are adept at fighting creatures that are bigger than you but are hindered when fighting creatures the same size or smaller than you. Creatures that are the same size or smaller than you have advantage on attacks against you. When you deal damage with a melee weapon you may add an additional damage die for every size larger a creature is than you.
Stone Stance
A basic fighting stance first learned by many samurai. Perfectly balanced, Stone Stance allows for your form to adapt to all martial attacks at the cost of aggression. As a bonus action, you may use Stone Stance. You're dexterity modifier is doubled when calculating AC but your movement is halved and you can't move through difficult terrain.
Sun Stance
A rogue warrior stance. Famous among lord less fighters that strike undisciplined. As a bonus action, you may use Sun Stance. While in Sun Stance your melee weapon deals an additional die of its damage and you are vulnerable to all damage. If you would be resistant then you take damage as normal. If you would be immune then you remain immune.
Water Stance
An unbalanced and top heavy stance, Water Stance allows you to utilize more swift strikes at the cost of lethality. As a bonus action, you may use Water Stance. You may attack one additional time for every attack you make with the attack action. All creatures are resistant to your attacks while in Water Stance. If they would be vulnerable the would be dealt damage as normal and if they would be resistant then they are immune.
Wind Stance
An ancient battle stance traditionally used by female warrior clans. A more dexterous and agile balance that allows for elusive fighting at the cost of aggression, As a bonus action you may use Wind Stance, allowing you to use the dodge action as a free action even if you used your action to do something else. While using Wind Stance you're attacks have disadvantage.
Sakai Renown
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Heavenly Strike (Indomitable Replacement)
Starting at 7th level, your faith in your sword rewards you. Whenever you hit a creature with a melee weapon attack you may spend one resolve to deal an additional 2d6 lightning damage. If this kills the creature, every non- allied creature within 10 ft of you must succeed on a wisdom saving throw (DC = 10 + proficiency) or become frightened of you until the end of their next turn.
You may spend more resolve to increase the lightning damage by 2d6 for every resolve spent. The DC for the wisdom save increases by one per resolve spent.
Samurai Physique
Starting at 10th level, your physical training and exercise gives you reliable athleticism. You gain proficiency in Athletics if you don't already have it. Your proficiency bonus is doubled for this skill. You have a climbing speed of 30 feet and whenever you have advantage when making high jump or long jump related skill checks and you are able to use your Dexterity modifier when calculating jump distances.
Enhanced Stances
Your samurai training has improved your technique and discipline further. Allowing your stances to become enchanced.
Stone Stance: Your Wisdom modifier is added to your AC calculation.
Water Stance: Creatures are no longer resistant to your attacks while in Water Stance.
Wind Stance: Your movement no longer provokes attacks of opportunity
Moon Stance: Heavenly Strike now does 2d6 lightning damage for every size larger a creature is than you. spending more resolve does not scale the damage die further in relation to a creature's size.
Fire Stance: When a creature tries to attack you with a spell attack roll they have disadvantage.
Sun Stance: Creatures have disadvantage while trying to attack you.
Iron Will
Starting at 15th level, your strong will allows you to save yourself from defeat. Whenever you must make a death saving throw you may instead use up to three resolve points to succeed up to three death saving throws (one resolve point per death save) and bring yourself from the brink of death. If you make a death save then you may not use a resolve point until your next turn. If you spend all three resolve points in one turn then you will additionally become conscious and regain hitpoints equal to 1d6 + your fighter level per resolve point spent.
Tsujigiri
Starting at 18th level, you're discipline and skill match no other. You have become a master samurai. In commemoration of this achievement, you are able to demonstrate your power. Holding your sword within it's sheathe and quieting your mind, you prepare for all incoming attacks.
As an action, you may taunt all creatures of your choice within 60 feet of you and take on a special dueling stance until the start or your next turn. Creatures you taunt must succeed on a Wisdom saving throw or be compelled to attack you for 1 minute. Any movement they make must be towards you and they can only use the attack action on you.
While in this stance all reactions are free, you may use the Deflect or Evade reactions (any restrictionson using both is removed), you impose disadvantage on all melee and ranged attacks against you, you have advantage on all saving throws, you can't be surprised and any attack you hit is a critical hit.
If you take damage while in this special stance you are immediately knocked unconcious and all creatures remain taunted until after 1 minute of initiating the taunt, the taunted creatures are attacked by another creature, effected by another spell or until you are dead.
You do realize that there already exists a Samurai subclass for Fighters, right? Also, only Moderators and Staff can see unpublished homebrews through the link unless the viewer is in a DDB campaign with you. If you drag highlight your subclass features and copy them you can paste it into this thread so everyone will be able to read your subclass.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thank you for the tip! and yes? I do know there is a samurai subclass for fighter. How is that relevant?