Fighter
Base Class: Fighter

Samurai exclusively use a katana or 2 tanto as weapons. They have a +2 in dexterity due to their agile fighting style, and you are allowed to choose 4 proficiencies from the following: Athletics, Acrobatics, Stealth, Intimidation, History, Insight, Persuasion, and History

Parrying Strike

Beginning when you choose this archetype at 3rd level, your weapon now has the ability to parry and counterattack a single attack per turn should you choose. During your turn, you can use one action to ready your blade for a certain attack. When an opponent makes an attack within five feet of you, they roll at disadvantage against their target. If the attack misses, roll 1d20+Dex to attack them in response.

Training style

At level 5, you can select one path of the samurai to take, granting additional bonuses as time passes.

1. Bushido- A proud and venerable warrior who strives for perfection of their craft, Bushido Samurai emphasize training in a slow and methodical way. At level 5, a Bushido Samurai gains the Kesi Giri, allowing them to add a d6 to 5 damage rolls. This requires a long rest to reset. At level 8, Bushido Samurai gain the Agile Defender trait, allowing them to wear medium armor with a full dexterity bonus. At level 12, Bushido Samurai gain the Surging Tide, allowing them to make a dexterity saving throw against one melee attack with DC of 15. Resets after a long rest. At level 15, Bushido Samurai gain the Quaking Blade technique. This allows a Samurai to use his second wind, action surge, and the Surging tide without needing a long rest. This ability resets after a long rest

2. Nindo- The fighting style of the agile and speedy Samurai, Nindo Samurai are generally seen as far less honorable. However, their offensive prowess is second to none. At level 5, Nindo Samurai gain the quick draw ability, making the first attack of every encounter a bonus action. At level 9, Nindo gains the Rising Wave technique, allowing them to leap 15 feet in the air. Does not allow attacks of opportunity in combat, and can attack in midair. At level 12, Nindo gain the Unseen Warrior trait, making all melee attacks from stealth or at a height roll at advantage. At level 16, Nindo Samurai have mastered the art of stealth and speed. They gain the Yoko Giri, a power attack that adds 2d10 damage to the normal damage modifier and is a garunteed hit. Can be used 3 times before requiring a long rest

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade of wind

When you critically succeed an attack roll, your next attack roll is garunteed to hit unless it critically fails, which will be treated as a normal fail

Pinnacle Balance

Having come to master the blade in a way very few have, you have almost become one with the weapon. You always go first in encounters despite initiative rolls, and your parrying strike is now a bonus action (Cannot be used in the same turn as an attack). Additionally, you can now attack after sprinting, and moving away from enemies will not trigger an attack of opportunity.

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