Fighter
Base Class: Fighter

Ronin warriors are trained in the samurai fighting style of Iaijutsu, a combative sword-drawing art, not necessarily aggressive, but is counterattack-oriented. This fighting style is used to wage a pre-emptive surprise attack against an unsuspecting enemy. Usually caring a Daisho, or a pair of swords, one being a katana (long sword) and the other a Wakizashi (short sword) trained in the art of nitojutsu, the use of two swords, but traditionally only use one blade at a time. Their sword training consists of Kawashite Sutoraiku, a dodge strike technique, Nukistuke, an intimidating sword stance, Iaijutsu strike, a swift multi attack, and those who become proficient through hard work and patience become Kensei warriors, or sword saint warriors. Warriors of the Bushido Code also learn to center oneself to find a spiritual balance called Toukon, or fighting soul/spirit.

Former samurai usually did not take up a new trade, whether it be due to legal reason or self-pride, Ronin warriors looked for other ways to make a living with their sword techniques. Most became mercenaries or adventurers looking for legal employment guarding trade caravans, or bodyguards for wealth merchants. Other became criminals, operating as bandits and highwaymen, or joining organized crime groups in towns and cities. Ronin are known to operate or serve as hired muscle for gangs that run gambling rings, brothels, protection rackets, and the like. Because of this, the Ronin status gave a reputation of disgrace, with an image of being thugs, bullies, cutthroats, and wandering vagrants.

Ni-ten Ichi Ryu

When you choose this archetype at 3rd level, you gain proficiency with unarmed strikes as well as improvised weapons.

While wielding a versatile weapon with two hands, you gain a +1 bonus to AC. You can spend a Ryu point to defend yourself from an incoming attack. When an enemy makes a melee or ranged attack against you, you can make a Dexterity saving throw. If you succeed, you take no damage. On a fail, the damage is halved.

While wielding two weapons, you can spend a Ryu point to counterattack. When an enemy within 5 feet misses an attack against you, you can make an attack against that target.

The number of times you can use this feature increases when you reach certain levels in this class, starting at 1 Ryu point and increasing by 1 at 7 level, 10 level, and 15 level.

You regain all expended uses when you finish a long rest.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Iaijutsu (Quick-draw)

Starting at 7th Level, your strength gives you the edge in battle. You gain a bonus to your initiative rolls equal to your Strength modifier. Additionally, if you make the first attack of an encounter, you can add both your Strength and Dexterity modifiers to both the attack and damage rolls of that attack. If the attack lands, enemies must make a Charisma (Intimidation) saving throw. On a fail, the target becomes frightened of you.

Iaijutsu save DC = 8 + your proficiency bonus + your Strength or Charisma modifier.

At 12th Level, you can choose to add your Charisma (Intimidation) modifier to the DC.

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

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