Base Class: Fighter
Hwarang are an elite warrior group of youth established by the great scholar king Sejong. In the misty past they fought off the predations of their greedy neighbors from across the sea and from the mountains on their northern border. They endevoured to create a feeling of harmony and peace whenever they interacted with others. In war, they practiced mercy whenever possible. They trained in horsemanship, swordsmanship, archery, javelin and stone throwing, polo, and ladder-climbing.
Improvised Weapon
When you choose this archetype at 3rd level, you gain the ability to throw normal objects as if they were fired from a short bow.
Inflicting 1d4 damage + 1 for every two levels above 3rd level (i.e. 1d4+1 at 5th, 1d4+2 at 7th etc.)
Ancestral Guidance
Starting at 3rd level, you can cast as if you were a level 1 sorcerer. This ability goes up by one level for every 3 levels. (i.e at level 6 you cast as a second level sorcerer etc)
Elegant Courtier
Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, 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).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
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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