Samurai
They embody the mantra, succeed or die trying. They are peerless in drive and combat. They live and die by the blade and are renowned for their honor. The Samurai would rather die than allow their honor to be tarnished.
Subclass Features
Bonus Proficiency
You are trained in a variety of subjects. 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.
Fighting Spirit
Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.
You can use this feature three times per long rest.
Elegant Courtier
Your discipline and attention to detail allow you to excel in social situations. Whenever you make a Persuasion check, you gain a bonus to the check equal to your WIS modifier (Minimum 1).
Winding Slashes
You move like the wind. When you take the Dash action you can make an attack on a creature you pass by within 5 ft without taking an opportunity attack.
Endless Honing
For each day you do not fight a battle you can spend two hours of a long rest training. For each day you complete this training, you gain +1 to hit for your next battle for an explosive first turn of combat (Maximum bonus equal to half your Proficiency Bonus rounded down). Your count resets if you miss the training, had a level of Exhaustion or was Poisoned within the last 24 hours, or use this feature.
Tireless Spirit
Your drive to fight and conquer those in your way is legendary. When you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
Fighting Spirit
You draw forth more strength from your Fighting Spirit. Your temporary hit points increase to 10 for this feature.
Rapid Strike
You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Fighting Spirit
You draw forth more strength from your Fighting Spirit. Your temporary hit points increase to 15 for this feature.
Strength Before Death
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.
Honed Edge
Once per long rest you can overcome your physical limitations and deliver a sky rending blow. When you land a hit and before damage you can use this feature to turn the strike into a critical hit. The damage from this attack bypasses damage Immunities and Resistances.