{"name":"Fighter (Samurai)","overview":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L1]1[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C11]Fighting Style[\/url], [url:#C12]Second Wind[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L2]2[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#C21]Action Surge (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L3]3[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#Info]Martial Archetype: Samurai[\/url], [url:#S31]Archetype Feature : Bonus Proficiency[\/url], [url:#S32]Fighting Spirit[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L4]4[\/url][\/td]\r\n[td]+2[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L5]5[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#C51]Extra Attack (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L6]6[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L7]7[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#S71]Archetype Feature : Elegant Courtier[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L8]8[\/url][\/td]\r\n[td]+3[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L9]9[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#C91]Indomitable (x1)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L10]10[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#S101]Archetype Feature : Tireless Spirit[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L11]11[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#C51]Extra Attack (x2)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L12]12[\/url][\/td]\r\n[td]+4[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L13]13[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#C91]Indomitable (x2)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L14]14[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L15]15[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#S151]Archetype Feature : Rapid Strike[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L16]16[\/url][\/td]\r\n[td]+5[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L17]17[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C21]Action Surge (x2)[\/url], [url:#C91]Indomitable (x3)[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L18]18[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C181]Archetype Feature : Strength before Death[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L19]19[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#Ability]Ability Score Improvement[\/url][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][url:#L20]20[\/url][\/td]\r\n[td]+6[\/td]\r\n[td][url:#C51]Extra Attack (x3)[\/url][\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d10","hitpointsfirstlevel":"10 + your Constitution modifer","hitpointsathigherlevels":"[roll:1d10!<=2]+your Constitution modifier per Fighter level after 1st (minimum of 2 on the roll)","armorproficiencies":"All armor, Shields","weaponproficiences":"Simple Weapons, Martial Weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.","equipment":"[ul]\r\n[li](a) chain mail or (b) leather, longbow, and 20 arrows[\/li]\r\n[li](a) a martial weapon and a shield or (b) two martial weapons[\/li]\r\n[li](a) a light crossbow and 20 bolts or (b) two handaxes[\/li]\r\n[li](a) a dungeoneer's pack or (b) an explorer's pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h1|L1]Level 1[\/h1]\r\n[h2|C11]Fighting Style[\/h2]\r\nYou adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Fighting Styles from TCoE are included.\r\n\r\n[ul]\r\n[li][b]Archery.[\/b] You gain a +2 bonus to attack rolls you make with ranged weapons.[\/li]\r\n[li][b]Blind Fighting.[\/b] You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn\u2019t behind total cover, even if you\u2019re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.[\/li]\r\n[li][b]Defense.[\/b] While you are wearing armor, you gain a +1 bonus to AC.[\/li]\r\n[li][b]Dueling.[\/b] When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.[\/li]\r\n[li][b]Great Weapon Fighting.[\/b] When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.[\/li]\r\n[li][b]Interception.[\/b] When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.[\/li]\r\n[li][b]Protection.[\/b] When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.[\/li]\r\n[li][b]Superior Technique.[\/b] You can learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver\u2019s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.[\/li]\r\n[li][b]Thrown Weapon Fighting.[\/b] You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.[\/li]\r\n[li][b]Two-Weapon Fighting.[\/b] When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.[\/li]\r\n[li][b]Unarmed Fighting.[\/b] Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren\u2019t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.[\/li]\r\n[\/ul]\r\n\r\n[h2|C12]Second Wind[\/h2]\r\nYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again.\r\n\r\n[h1|L2]Level 2[\/h1]\r\n\r\n[h2|C21]Action Surge[\/h2]\r\nStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.\r\n\r\nOnce you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.\r\n\r\n[h1|L3]Level 3[\/h1]\r\n[h2]Martial Archetype[\/h2]\r\nAt 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. For information on the chosen Martial Archetype, see [url:#Info]Info[\/url].\r\n\r\n[h3|S31]Bonus Proficiency[\/h3]\r\nWhen you choose this archetype at 3rd level, 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.\r\n\r\n[h3|S32]Fighting Spirit[\/h3]\r\nStarting at 3rd level, 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. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.\r\n\r\nYou can use this feature three times. You regain all expended uses of it when you finish a long rest.\r\n\r\n[h1|L4]Level 4[\/h1]\r\n[h2|Ability]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, you can increase one Ability Score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Through this way, you can't increase an Ability Score beyond 20. Alternatively, you can pick a feat.\r\n\r\n[h1|L5]Level 5[\/h1]\r\n[h2|C51]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nThe number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.\r\n\r\n[h1|L6]Level 6[\/h1]\r\n\r\n[h1|L7]Level 7[\/h1]\r\n[h2|S71]Elegant Courtier[\/h2]\r\nStarting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.\r\n\r\nYour self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence of Charisma saving throws (your choice).\r\n\r\n[h1|L8]Level 8[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L9]Level 9[\/h1]\r\n[h2|C91]Indomitable[\/h2]\r\nBeginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.\r\n\r\nYou can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.\r\n\r\n[h1|L10]Level 10[\/h1]\r\n[h2|S101]Tireless Spirit[\/h2]\r\nStarting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.\r\n\r\n[h1|L11]Level 11[\/h1]\r\n\r\n[h1|L12]Level 12[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L13]Level 13[\/h1]\r\n\r\n[h1|L14]Level 14[\/h1]\r\n\r\n[h1|L15]Level 15[\/h1]\r\n[h2|S151]Rapid Strike[\/h2]\r\nStarting at 15th level, 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 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.\r\n\r\n[h1|L16]Level 16[\/h1]\r\n[h2]Ability Score Improvement[\/h2]\r\nFor detail see [url:#Ability]Ability Score Improvement[\/url]\r\n\r\n[h1|L17]Level 17[\/h1]\r\n\r\n[h1|L18]Level 18[\/h1]\r\n[h2|S181]Strength before Death[\/h2]\r\nStarting 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.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h1|L19]Level 19[\/h1]\r\n\r\n[h1|L20]Level 20[\/h1]\r\n","subclasses":"[h2|Info]Martial Archetype: Samurai[\/h2]\r\nThe Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai\u2019s resolve is nearly unbreakable, and the enemies in a samurai\u2019s path have two choices: yield or die fighting.\r\n\r\n[i]Source: Xanathar's Guide to Everything[\/i]","tabledata":"","tags":"Template, Generic, Copy, Class","templateId":"25","blockId":"579117","world":"fdbb44ea-9b6c-4df6-91d5-bb54d289b77e","folder":"","isShared":"on"}