Fighter
Base Class: Fighter

When there is a decision to be made between life and death, the Samurai chooses death. Through denial of the self and resolute acceptance of death, the Samurai achieves unshakeable focus and unparalleled precision.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Perception, or Investigation.

Transience

Starting at 3rd level, you have learned from your meditations to embrace death. As a bonus action on your turn, you can give yourself advantage on weapon attacks rolls until the end of the current turn. When you do so, you lose 5 hit points and gain temporary hit points equal to twice the hit points lost. While you have these temporary hit points, you gain the following effects:
- You can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.
- You cannot be healed by any source other than your Second Wind.
- You cannot take the Disengage action.
- When you provoke an opportunity attack by leaving a creature's threatened area, that attack is made with advantage.

This feature cannot reduce you to 0 hit points. The number of hit points lost increases when you reach certain levels in this class, increasing to 10 at 10th level, and 15 at 15th level.

Awareness

Starting at 7th level, your honed instincts enhance your already trained attentiveness. When you make a skill check with a proficiency granted from this archetype, 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).

Equanimity

Starting at 10th level, your proximity to death has granted you an emptiness of mind that eliminates any wasted thoughts or movements. While you have less than half of your maximum hit points, you gain a bonus to your Armor Class equal to your Wisdom modifier (minimum of +1), and when you make a saving throw, you receive a bonus to the saving throw equal to your Wisdom modifier (minimum of +1).

Discipline

Starting at 15th level, your training has taught you to harness your entire being and eliminate all wasted action to make a single decisive strike. When you are granted advantage to a weapon attack roll from more than one source, you can reroll one of the dice for every additional source of advantage.
Additionally, when you take the Attack action on your turn and are able to make more than one attack, you can forego any number of your attacks to grant advantage to one attack. Each omitted attack counts as an additional source of advantage, and if you score a critical hit, you can make an additional roll of the attack's damage dice for each omitted attack. If you are able to take more than one Attack action on your turn, you can forego that action, and all its attacks will be counted for this feature. When you use this feature, you must declare how many attacks to forego before making any attacks this turn.

Clarity

Starting at 18th level, your rigid meditation, training, and ambivalence to death can grant you supernatural clarity at the moment of your own death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to make a weapon attack. You are granted advantage for this attack. If this attack is a critical hit or reduces another creature to 0 hit points, you are reduced to 1 hit point instead.

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