Base Class: Fighter
Martial masters without equal, the Bushi prefer the clash of steel and armor as opposed to the more traditionalist Monks. They bring style and technique to battle in the hopes of an honorable duel.
Martial Stance
At 3rd level, you learn to direct your strikes in carefully practiced postures.
Whenever you roll for Initiative, if you're not wearing a shield, choose one of the following Stances. You adopt that Stance for the rest of the encounter, or until you wear a shield. You'll learn to switch Stances in later levels
- Overhead Stance. Keeping your weapon high, you strike with calculated but brutal strength. While in this Stance, your weapon attacks with weapons you are proficient with deal an additional D4 damage. This damage increases to D6 at 10th level, D8 at 16th level and D10 at 20th level.
- Careful Stance. Keeping your weapon centered in your body, you focus on leaving no gaps in your defence, each strike closing your weaknesses. While in this Stance, whenever you make an Attack with a weapon you are proficient with on your turn, hit or miss, your AC increases by 1 until the beginning of your next turn (This effect stacks with each attack)
- Cunning Stance. Keeping your weapon low, you look for opportunities in your enemies movements, ready to attack. While in this Stance, enemies provoke attacks of opportunity from you when they make an attack or cast a spell on a creature other than you. Additionally, you may use the Help Action with a Bonus Action.
Education of Mind and Body
At 3rd level, Bushi learn the makings of the body and psyche to better understand themselves and others, in their quest for martial perfection. You become proficient in the Medicine and Insight skills
Way of the Flowing Blade
At 7th level, you learn to perform a series of Actions that let you transition between Stances:
- Fading Haze. With quick footwork and weapon movements, you seem to fade from sight in the flashes of your blade. While in Overhead Stance, you may use your Action to gain a bonus to your AC equal to your Proficiency Bonus that lasts until the start of your next turn. Your then switch into Careful Stance.
- Cowing Sunder. In a fast strike, you make your weapon fall upon your foe with crushing intent. When you hit a creature with a melee weapon attack while in Overhead Stance, you may sunder that creature's defenses, making the next attack directed at that creature before the beginning of your next turn be made with Advantage, and preventing it from taking any Reactions until the beginning of your next turn. You then switch into Cunning Stance.
- Breaching Wall. Breaking the flow of combat with a burst of violence, you raise your weapon in a crescent of steel. While in Careful Stance, when a creature within your reach misses you with an attack, you may use your Reaction to switch into Overhead Stance, and immediately make a weapon attack against that creature.
- Silver Curtain. Within the safety of your defensive movements, you carefully plan your next move. While in Careful Stance, you may use an Action to Disengage and switch into Cunning Stance. If you do, you can make one weapon attack as part of that action.
- Sweeping Veil. In a wide arc, your weapon strikes and defends at once. While in Cunning Stance, when a creature within your reach targets you with an Attack, you may use your Reaction to gain a bonus to your AC equal to your Proficiency Bonus against that attack. Additionally hit or miss, the attacking creature must make a Strength saving throw (Difficulty 8 + Proficiency + Strength or Dexterity modifier, your choice) or become Prone. You then switch into Careful Stance
- Waxing Moon. You seize the moment, and turn a stray sttack into a powerful slash. While in Cunning Stance, when you make an Attack of Opportunity, you may switch into Overhead Stance before doing so, and you may move up to half your movement speed as part of that attack.
You can use this feature a number of times equal to your Strength of Dexterity modifier (Minimum 1, choose the largest of the two modifiers)
You recover all uses of this feature after a short or long rest.
Call to Glory
At 10th level, whenever you have great success in your endeavors, you and your allies become inspired to greater acts of heroism.
Whenever you roll a Natural 20 as a part of an Attack, Saving Throw or Skill Check, choose a number of creatures that can see you, up to 1 + your Wisdom or Charisma modifier (Choose the greater one, you can choose yourself as part of this) Each of those creatures gains a Glory Die, which is a D10. For the next minute, as a part of any Attack, Saving Throw or Skill Check, a creature can spend its Glory Die to add the result to the roll. Alternatively, a creature may use a Bonus Action and spend their Glory Die to gain Temporary HP equaling the roll of the die + their Constitution modifier, that lasts for 1 minute. A creature can only have one Glory Die at a time.
Once you use this feature, you cannot use it again until you take a short or long rest.
Enduring Ideal
At 15th level, while you are below half your maximum hit points and you are not incapacitated, you gain an amount of Temporary HP at the start of your turn equal to half your Fighter Level + your Constitution Modifier, your senses dulled as you focus in your blade instead of your impending doom.
First and Last Strike
At 18th level, you can unsheathe your blade in a single movement, striking from all directions in a split second.
You can sheathe your weapon with a Bonus Action to prepare for this attack, dropping out of your current Stance.
While you remain with the weapon sheathed this way, you don't provoke attacks of opportunity, as you weave between foes looking for the moment to strike.
While sheathed this way, when you next take the Dash action, you unsheathe your weapon and perform a single Attack. If the attack hits, resolve it as if all of your Extra Attacks had also hit (You add your ability modifier for each attack) You then can switch into any Stance. If the attack misses, you may take the Disengage action as a part of this Dash.
Once you use this feature, you can't use it again until you finish a short or long rest.
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