Base Class: Fighter
No seriously. Just like Samurai, but more cool and cinematic.
Rapid Strikes, Keen Eyes
Starting at 3rd level you’ve learned to attack quickly. When you make an attack roll with advantage you can choose to forgo the advantage and make one additional attack as apart of your attack action. Extra attacks gained by using this feature cannot get advantage.
You gain proficiency in perception.
Perfect Precision
You are able to find the weak points in your enemies form and abuse them. Starting at level 7 you gain expertise in Perception. As a bonus action you can attempt a Perception check with a DC of 8 plus the creatures CR or Level. If you succeed you have advantage on all attacks made against that creature this turn. In addition, you add your wisdom modifier to damage rolls against that creature until the start of your next turn. You can use this feature up to a number of times equal to your wisdom modifier (Min 1). You regain all uses of Perfect Precision on a short or long rest.
Samurai's Wisdom
Your journeys have made you far wiser. Starting at 10th level you gain Proficiency in Wisdom saving throws.
Final Strike
You take a moment to make a single, all in strike. Starting at 15th level if you have a creature affected by Perfect Precision you can forgo all attacks but one. When you choose to do so you move your movement speed in a straight line and make one attack roll that is against each creature of your choice in that line. Each creature hit by this attack suffers 6d10+30 magical slashing damage. The creature afflicted with Perfect Precision takes double the damage from this attack. If this attack misses or does not kill a creature targeted by it that creature may use their reaction to make an Attack of Opportunity against you. You can use this feature a number of times equal to your Wisdom modifier (min 1). You regain all uses of this feature after a long rest.
Undying Will
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.
Previous Versions
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4/10/2022 5:30:24 AM
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Coming Soon
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