Base Class: Fighter
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.
Based on the work of PerfectlyCircularSeal
Brush and Blade
A master of discipline both on and off the battlefield, you gain proficiency in either Calligrapher's Supplies or Painter's Supplies and one of the following skills of your choice: History, Insight, Performance, or Persuasion.
Calligrapher's Supplies
You gain proficiency in Calligrapher's Supplies.
Painter's Supplies
You gain proficiency with Painter's Supplies.
Fighting Spirit
Your intensive training grants you unparalleled determination and perseverance, which gives you these benefits.
Precision. When you make an attack, you can choose to enter a focused state, giving yourself Advantage on that attack and all attacks you make until the start of your next turn. When you do so, you also gain Temporary Hit Points equal to your Wisdom modifier plus half your Fighter level (minimum of 1 Temporary Hit Point). You can use this feature three times and regain 1 expended use when you finish a Short Rest and all expended uses when you finish a Long Rest. You can also use it again if you expend a use of your Second Wind (no action required).
Stamina. As a Bonus Action, you can regain one of your Second Wind uses. Once you use this feature, you can't do so again until you finish a Long Rest.
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).
Tactical Strike
When you use your Tactical Shift and move at least 5 feet, you can make one attack as part of that Bonus Action.
Rapid Strike
You learn to trade accuracy for swift strikes. Once per turn, if you make an attack and have Advantage on it, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action, Bonus Action, or Reaction. You can do so no more than once per turn.
Strength before Death
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 having the unconscious condition, 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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Posted May 9, 2026Você me poupou de muita coisa!!!
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Posted Oct 5, 2025This is a great rewrite. I love working Wisdom into the build.