Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting. They channel their martial prowess into flashy displays of discipline, and regain composure as they hold their perfect defense.
Code of the Samurai:
Starting at 3rd level, you are trained in the ways of the blade and brush. An emissary of peace or Vassal of judgment for your sworn Shogun, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Also you gain a unique use of your Martial Die, "Fighting Spirit" You may expend one when taking the attack action, gaining advantage on the first attack you make, and gain Fighter level temp hp.
Finally, you gain proficiency in the exotic weapon "katana", or Katana mastery if you were already proficient.
Perfect Defense:
Also at 3rd level, you gain are honed in the art of personal defense. When taking the parry reaction from a weapon with the parry property, you may instead roll an attack roll which then replaces your AC. If your roll is higher than the attackers roll, you are not hit by the attack. Additionally if you exceed the attackers roll by 5, you also regain a Martial Die.
your parries can target ranged weapon attacks in addition to melee attacks, however they do not provide you with martial die.
Elegant Courtier:
At 7th level, you may now use wisdom in place of charisma whenever you make a charisma ability check that you are proficient in.
also, you gain proficiency in Wisdom saves, if you are already proficient you may choose either intelligence or charisma.
Arcane Deflection:
Also at 7th level, your parry can be rolled against magical attack rolls, however you have disadvantage on the apposed attack roll you make. Deflecting magic effects does not regain martial dice.
Rapid-Strike:
At 10th level, you learn to trade accuracy for swift strikes. When you make an attack roll at advantage, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same attack. This secondary attack does not add your proficiency bonus to the attack roll, and cannot be at advantage.
Additionally, You now only need to beat an attack roll by 3 or more to regain a martial dice.
Counter-Flash:
At level 15, your parries happen at blinding speed and punish an enemy for their poor technique. When you successfully parry a melee attack through the perfect defense feature, you also deal damage as if you had hit them with an attack with that weapon.
Additionally, Parry attempts against ranged attack rolls(or ranged spell attacks) do no consume your reaction.
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, you can use your reaction to delay falling unconscious, and you can immediately take an extra 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.
Also you may now add your proficiency bonus to the secondary attacks granted by rapid strike, however they still cannot have advantage.

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