Base Class: Fighter
The Samurai are warriors from a far of island that fights using many weapons but most notable a unique longsword. Samurai also tend to follow an honor code.
Reactive Strike
At 10th level, when a creature attacks you, you can counter attack with the weapon in hand.
Blindsense
At 15th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Agile Defense
When you choose this archetype at 3rd level, you gain +2 to your AC and +2 to your Initiative. Whenever a ranged attack is done towards you it has disadvantage.
Improved Critical
After choosing this archetype at 3rd level, your weapon attack score a critical hit on a 19 or 20.
Repeat Strike
Starting at 7th level, when you successfully hit a creature you make an additional strike on the same creature. Both strikes ate counted as one action. This can only be done once per attack action.
Fighters Defense
Starting at 7th level, you gain resistance to 3 damage types of your choice. Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder.
Superior Critical
Starting at 10h level, your weapon attacks score a critical hit on a roll of 18-20.
Strength before Death
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
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