Base Class: Fighter
A master of the sword, the Hitokiri is a deadly force none should take lightly. Though they may not make the first move approaching one in battle may be the last thing you do.Their swift movements and counter attacks allow them to move across the battlefield with seamless effort and batter their enemies with swift strikes difficult to read. But no hittokiri is the same, all following different styles of swordsmanship.
Calm in the Storm
When you Take this subclass at 3rd level, you are able to take the dodge action as a bonus action on your turn. Additionally, you can move 10 feet after using your reaction and you can use your reaction to attack an enemy when they Exit or ENTER your range.
Iron Resolve
When you take this subclass at level 3 you gain proficiency in intimidation and slight of hands
Redirection
At 5th level instead of a second attack you gain a second reaction. as well, you can move 10 additional feet on your reaction.
Fighting Smart
At 7th level when you are fighting in a one on one fight, you can either use two reactions or two attacks in each round
Burning Will
at tenth level when making death saves, if you succeed on you first save you can get back up with 1 hp. if you get downed again you start your saves with one failure. aditonally, a 20 will either succeed on two saves or remove two fails.
Fighting Passion
Starting at 15th level you can move at full speed through difficult Turin. additionally, you take no damage when moving through magical and non-magical difficult train
Howling Wind Strike
After years swordsmen ship you have mastered the blade forming it not as an extension of your body, but as an extension of your mind, making anything you can imagine with the sword happen. you are able to swing your blade with such speed and force that although to the untrained eye it would look like you made a single attack you have actually swung it twice with amazing speed. At 18th level you can roll EVERY attack and modifier twice ( a 1d6 weapon rolled on a nat 20 you would roll 1d6 add modifiers and then re roll 1d6 plus modifiers then add them together.
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