Fighter
Base Class: Fighter

Exceptionally deadly and lethal, the Orochi Samurai wade into battle with their trusty weapons. Their blood-red armour is sturdy but equally efficient at instilling fear in the enemy. They stand their ground with a smile against even the fiercest of charges with their fearsome yari spears.

Rapid Strike

Whenever you have advantage on striking an opponent with your katana and wielding it with two hands. You may forgo each advantage you have in order to strike your opponent with all your might and speed. You can use this ability once per longrest.

Fighting Fury

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn, as you deal +5 damage with it.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Calm Warrior

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) or (Intimidation) check, you gain a {{modifier:wis}} bonus.

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 Fury remaining, you regain one use.

Precise Warrior

Starting at 15th level, whenever you start initiative, you gain {{modifier:wis}} bonus towards your roll, with the addition of all your attacks on your first turn having a +5 bonus towards hitting, with +10 damage if you're the first in initiative.

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.

Comments

Posts Quoted:
Reply
Clear All Quotes