Base Class: Fighter
Being a Samurai grants you the impeccable demonstration on the way of the sword. This archetype lets you cut through enemies in a single slash with precision and patience or deliver multiple cuts before delivering the final blow.
Art of Zen
At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.
Kenjutsu
At 3rd level, being a disciple of the blade grants you the ability to modify your blade to attack with speed. You can use your Dexterity modifier for attack and damage rolls.
Stances
At 3rd level, learning Kenjustu grants you different stances to have advantage on the battlefield at your disposal. You can move while you are in a stance but your movement speed will be halved. You can use your bonus action to shift your stance from another stance. Once you use the attack action, you cannot use the bonus action to be in a stance. Listed below are the stances you can do:
Gedan (defensive stance)
- You will hold your action and fix yourself into a defensive stance that will give you +4 to your AC
- You are able to move up to 10 feet when an enemy hits or misses you as a reaction without provoking an attack of opportunity or shove the enemy 5 feet away from you with a Strength(Athletics) or Dexterity(Acrobatics) check against the enemy.
Chudan (middle stance)
- You will hold your action and fix yourself into a position where you can have an advantage on striking the enemy while in a defensive stance that will give you +2 to your AC
- You can attack with advantage as a reaction when the enemy hits or misses their attack against you.
- You can attack further after your reaction if you have the Extra Attack feature on Levels 5, 11, and 20 (maximum of 3 extra attacks)
Jodan (high stance)
- You will hold your action and fix yourself into a position of power where the enemy will have advantage on any attack rolls against you but your reach will extend to 10 feet instead of 5 feet.
- You gain an opportunity of attack with advantage on an enemy that gets within your range of attack and you double the die of your damage (e.g. Katana damage in a Jodan stance will be a 2d12 versatile instead of a 1d12 versatile)
- You can attack with advantage as a reaction when the enemy hits or misses their attack against you and double the die of your damage
- You can attack further after your reaction if you have the Extra Attack feature on Levels 5, 11, and 20 (maximum of 2 extra attacks) and you double the die of your damage.
Daisho
At 3rd level, you will be given weapons a Bushido should always have.
Katana (Martial Weapon, Melee Weapon, Rare) 1d10 slashing / 1d12 (versatile) Note: Only a Samurai can be proficient with this weapon. If another humanoid or creature uses this weapon, all attacks with this weapon will be at disadvantage and damage will be at 1d6 slashing / 1d8 (versatile)
Wakizashi (Martial Weapon, Melee Weapon, Rare) 2d6 slashing Note: Only a Samurai can be proficient with this weapon. If another humanoid or creature uses this weapon, all attacks with this weapon will be at disadvantage and damage will be at 2d4 slashing
Gale
At 7th level, you gain a special stance sheathing your weapon to concentrate and wait for the perfect time to attack that will let you dash through an enemy with great speed and deal damage to them. You will hold your action and tell the trigger to make the attack. The targeted enemy you want to dash through must be within 30 feet from you that you can see. Any attack against you is at a disadvantage while in this stance.
Once you dash through, you must appear in an unoccupied space 5 feet from the targeted enemy. You roll your attack with an advantage and deal an extra 3d10 slashing damage on a hit and half the extra damage on a miss. You can use this special stance three times until you finish a short or long rest.
Silvered Weapons
Beginning at 7th level, you understand your weapons better and coated them with silver for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Tranquility
At 10th level, after constant meditations of learning your own capabilities, you gain advantage on saving throws from being charmed, frightened, and paralyzed.
Companion Sword
Beginning at 10th level, when your Wakizashi is stowed away and you have one free hand in attacking, you can use the Wakizashi as an extra weapon attack every time you use your Katana in Opportunity Attacks, Reaction Attacks, and Gale once per turn.
Tempest Run
At 15th level, you can go through multiple enemies at a much greater speed like a flash of lightning trailing claps of thunder with each blow that is audible out to 300 feet. You hold your action to hone in the enemies you want to travel through swiftly depending on your Strength or Dexterity modifier (minimum of 1), your choice.
The initial enemy must be within 60 feet from you that you can see and the next enemy that you will travel to must be within 60 feet from the initial target. You can travel to and back from two targets if you want, even if there are other enemies you can leap to, as long as they are within range.
After holding your action for a whole turn concentrating on your enemies, you can unleash your strikes instantly in your next turn with advantage. You deal an extra 5d10 slashing damage and 6d6 thunder damage on a hit, or just the thunder damage on a miss. You must land in an unoccupied space 10 feet from the last creature you hit. You can’t use this feature again until you finish a long rest.
Killing Breeze (recharge 12)
When you reach 18th level, you become one with the wind and can strike enemies over great distances without them even noticing it as if a light breeze blew over. You instantly flash behind or beside the enemy that you can see within 120 feet from you. After flashing through the enemy, you attack with an advantage. You deal 8d12 slashing damage on a hit and half the damage on a miss. The target must make a Constitution saving throw (DC= 8 + Proficiency bonus + STR or DEX modifier) or be stunned on a failed save until the end of your next turn.
If the target is surprised, it is an automatic crit on a hit.
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