Fighter
Base Class: Fighter

The samurai are renowned for there speed and precision.  Flashdraw Samurai are in a league above other Samurai.  Most won't even be able to see your strike until it's too late.  Some consider it a mercy when they don't know the end is coming, grant their request.

Flash Draw

Starting at 3rd level you can attack in the same action you draw a weapon and if you do, attack with advantage. You hit with a critical with a 18, 19 or 20 when using this attack and you get an extra 5 feet of reach.  You can sheath your weapon as a bonus action.  If dual wielding you can choose to unsheath both weapons and attack with both at the same time, this attack is treated as one action so roll accordingly (roll only one hit die but still roll damage for both weapons).

This can only be done once per turn.

 

Counter Strike

Your weapon must be sheathed to use this ability.

  Staring at 3rd level when you take a hit you can use your reaction to strike back with a vengeance.  Add 1d6 damage to your damage roll as surprise damage.

  This can only be used a number of times equal to your proficiency modifier per long rest.  Regain a usage if you kill a target with a critical hit.  This attack is considered a Flashdraw attack.

   At 8th level your extra damage die becomes a d8 and at 15th level it becomes a d10.

 

Brutal Critical

Beginning at 7th level add an additional weapon die to your critacal roll.  At your 13th level add an additional die and at your 18th level add one more.

Unmatched Precision

Staring at 10th level when you land a critical hit on an enemy you can attempt to attack up to 2 other enemies within reach.  If the critical hit killed the first enemy the next attack will automatically be a critical, this effect can stack.

At 15th level the number of enemies you can attack increases to 3 and at 20th level it goes to 4.

Decisive Strike

Starting at 15th level, you learn the art of ending a fight with one strike.  You can choose to give up your advantage on an attack role and if you hit the target makes a CON save (DC = 8+PROF+WIS) and if the target is below 100 hit points the target is either killed or rendered unconscious with 0 hit points (up to the player).  If the hit was a crit the CON save is rolled at disadvantage.  

You can only do this once per long rest but if your attack misses you do not expend your one usage.

Desperate End

Starting at 18th level when you hit 0 hit points you can choose to go into a adrenaline fueled frenzy. If you do your hit points drop to 1 instead and you go into a frenzy for 10 rounds.  Any attack dice roll of 18 and up you make is a critical.  If you get hit you can choose to make a DEX saving throw (DC10) and if you pass you take no damage and the DC save requirement goes up by 5, if you fail take the damage as intended.  For every enemy whose hit points you drop to 0 while in frenzy you gain 10 temp hp.  These hit points stack but you lose them when your frenzy ends.

If you go a round without attacking or being attacked your frenzy ends.

You gain one level of exhaustion after your frenzy ends.

This ability can only be used once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2022 3:00:04 PM
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