Base Class: Fighter
The Fighter Samurai subclass changed here and there for fun. A Weeb-ier Samurai made for a friend with sheathing mechanics included.
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.
Raw Spirit
Starting at 3rd level, your focus in battle can enhance your abilities, bring out your inner extremities, and help you strike true. If your weapon is sheathed you can unsheathe it as a part of your first attack, if so you have advantage on the attack and can add 1d6 acid, cold, fire, lightning, or thunder damage to each attack following the unsheathing this turn. The additional 1d6 damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level and 3d6 at 15th level.
You can use this feature a number of times equal to your proficiency bonus + your Charisma modifier, and you regain all expended uses of it when you finish a long rest.
Acid
You choose acid damage to be dealt by your Raw Spirit
Cold
You choose cold damage to be dealt by your Raw Spirit
Fire
You choose fire damage to be dealt by your Raw Spirit
Lightning
You choose lightning damage to be dealt by your Raw Spirit
Thunder
You choose thunder damage to be dealt by your Raw Spirit
Elegant Combatant
Starting at 7th level, your discipline and precision allow you to excel in combating multiple foes at once. If you take the Attack action on your turn, after successfully landing an attack on an opponent you can move up to 5 ft times your proficiency bonus without provoking opportunity attacks to then attack a different target. This feature only prevents opportunity attacks from being provoked during these instances of movement only. This feature cannot be used if there is no available target to attack after moving.
Your self-control also causes you to gain proficiency in Wisdom saving throws and sheath your weapon at the end of your turn without it counting as your Object Interaction. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Tireless Spirit
When you roll initiative and have no uses of Raw Spirit remaining, you regain one use. If you have used your Raw Spirit, before you take damage, you can reduce the incoming damage by your Raw Spirit die a number of times equal to up to the amount you've attacked the previous turn.
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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