Fighter
Base Class: Fighter

Use your extensive martial training to strike with incredible precision with this alternate samurai subclass. This archetype focuses on short rest recharging skills to move into attacking position, strike with precision and power, as well as defend against all attacks.

Practiced Defense

At 3rd level you have trained with your intended weapon-set day after day and are able to parry attacks. While you are wielding a weapon and no shield and are hit by an attack, you may use your reaction to raise your AC by your proficiency bonus for the triggering attack.

At 10th level, if you turn the hit into a miss you can riposte and make one attack against the triggering enemy with this reaction.

Iaijutsu

At 3rd level you have gained the ability to ensure your initial attack is deadly. You can use the Attack action to move up to 5 feet, without your movement provoking an attack of opportunity, and make a single weapon attack at advantage. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. This attack cannot be used in conjunction with Sneak Attack, and can only be made once per round.

You may use Iaijutsu a number of times equal to your proficiency bonus and regain all uses on a short or long rest.

Distinguished

At 7th level, your forceful presence allows you to excel in social situations. Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check, you gain a bonus to the check equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws.

Improved Iaijutsu

At 10th level Iaijutsu deals an additional weapon damage die on a successful hit. Also, if you roll initiative and have no more Iaijutsu uses left, you regain one use.

Honorable Duel

At 15th level you set yourself to do battle against a foe. As a bonus action you challenge a creature of your choice within 30 feet of you, and you gain temporary hit points equal to your fighter level that last until this ability ends. Make an opposed Charisma (Persuasion) or Charisma (Intimidation) skill check versus that creature's Charisma saving throw. If the creature fails its saving throw, both you and it gain disadvantage on attacks against any other creature. This lasts for a minute, until the target falls unconscious, dies, your allies damage it, or you end it as a bonus action. The target can make the saving throw against your initial Charisma check at the end of each of its turns to end it early. You may use this once per short rest.

Impenetrable Defense

At 18th level you are able to stop incoming attacks by flourishing your weapons in a complex pattern to intercept and mitigate their damage. When hit by an attack, you may use your reaction to gain immunity to non-magical bludgeoning, slashing, and piercing damage, and resistance to magical bludgeoning, slashing, and piercing damage. This lasts until the start of your next turn. You may use this once per long rest.

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