Fighter
Base Class: Fighter

A dexterity-based Samurai Variant, based on the Edo Period rather than Sengoku Period.

Stance Training

Gain the following benefits of one of these fighting stances, changeable per long rest.

- Jodan no Kamae: +1 STR, Sword held high above the head, aggressive stance.

- Te ura Gasumi: +1 AC, Sword held to the side of the head towards opponent, defensive stance.

- Sha no Kamae: +10ft Walking (In combat), Sword held at hip, behind the wielder, swift stance.

- Iaijutsu: +1 DEX, Sword held in sheathe, Quick-draw technique.

Iaijutsu

Sword held in sheathe, Quick-draw technique.

Jodan no Kamae

Sword held high above the head, aggressive stance.

Sha no Kamae

Sword held at hip, behind the wielder, swift stance.

Te ura Gasumi

Sword held to the side of the head towards opponent, defensive stance.

Precision Deathblow

If there are no allies adjacent to you or the opponent you are dueling, and as long as this opponent is the final enemy on the map, gain a +3 to damage rolls until the end of the combat.

Way of Yielding

When damaged by a melee attack, you can use your reaction to reduce the damage by 1d8 + Dexterity Modifier. 

If the attack misses OR you reduce the damage of the attack to 0, you can then choose to retaliate with a singular melee attack against the enemy who attacked you. 




The dice rolled to reduce damage increases to 1d10 at level 15,  1d12 at level 18.

 

Swift Strikes

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn, you may impose disadvantage on your attacks to attempt to strike twice as much.

If you have advantage on your attack and decide to use Swift Strikes, you take no advantage or disadvantage. Furthermore, you may only use Swift Strikes once per turn.

Efficient Swordplay

Eyes - You target your opponent's eyes, forcing them to make a CON save or be blinded for 2 turns.

Hand - You target your opponent's hand, forcing them to make a CON save or drop their weapon. Opponents who are two-handing their weapon get advantage on the save.

Hamstring - You target your opponent's hamstring, forcing them to make a CON save or have their movement speed halved for 2 turns.

Shin/Knee - You target your opponent's knee, forcing them to make a CON save or be knocked prone.

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