Base Class: Fighter
As a unique trait, this subclass/archetype can be chosen at level 1 but gives you no feats. Instead, you are locked into certain starting equipment that is necessary for your playstyle.
Starting Equipment: Katana (Longsword) and Wakizashi (Shortsword), otherwise known as your Daisho weapons. These weapons (and other identical weapons) are the only weapons that can be used to engage stances; if you lose them, you cannot perform stances until they are regained.
Bushido
Starting at 3rd level, you gain access to the defining abilities of a Samurai.
At 3rd level, your Daisho weapons are classified as Dex weapons and gain the appropriate bonus from such.
You also start your journey of learning stances. Stances can be changed as a bonus action, or at the very start of a battle.
Stone Stance: Entering this stance gives you the bonus of dealing 1d8 (2d8 at 14th level, 3d8 at 17th level) force damage with your sword attacks. Enemies resistant to Force damage automatically take half damage from the overall damage roll. Automatically learned at 3rd level. At 7th level, this stance gives you a +2 to armor class. At level 14, before you make an attack with your katana, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Lightning Stance: Automatically learned at 7th level. Grants 1d8 (2d8 at 14th level, 3d8 at 17th level) of Lightning damage to your sword attacks. Enemies resistant to Lightning damage take half damage from the overall damage roll. Increases movement speed by 10 ft. (20 ft. at Level 14, 30 ft. at Level 17)
Water Stance: Automatically learned at 14th level. Adds 2d8 (3d8 at 17th level) of Cold Damage when you attack with a sword. Suffers the same penalty as the other stances against Cold resistant enemies. If an enemy misses an attack against you while you're in this stance, you can use your reaction to counterattack. At 17th level you can counterattack twice when an enemy misses.
Fighting Spirit
Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Parry
Starting at 5th level, when a creature damages you with a melee attack you may choose to roll a d12 (d20 at level 14). Whatever number it lands on is subtracted from the damage done by the melee attack. This can only be performed once per rotation (twice at 9th level, 3 times at 17th level).
Standoff
Starting at 10th level, you may challenge an enemy to a Standoff. Both you and the enemy roll for initiative with advantage; Whoever rolls highest does double damage on their first attack. This can be done once per battle. Additionally, at 14th level, if you deal the first blow, enemies that witness the battle must perform a Charisma saving throw. If failed, these enemies are Frightened for two turns.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations that require strict adherence to etiquette. You can add your Wisdom modifier to any Charisma check you make to persuade or please a noble or anyone else of high social station.
You also gain proficiency in the History, Insight, or Persuasion skill (choose one). Alternatively, you learn one language of your choice.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don't take the damage until the bonus turn ends. It is possible to do things, such as gaining resistance, that change how much of that damage you take.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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