Fighter: Difference between revisions

251 bytes removed ,  22:48, 20 November 2022
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==== Bonus Proficiency ====
==== Bonus Proficiency ====
''3rd Level Samurai's League Feature''<br>
''3rd Level Samurai's League Feature''<br>
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.
You gain Proficiency in two of the following Skills of your choice: History, Insight, Performance, or Persuasion. You also learn one Language of your choice.
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==== Fighting Spirit ====
==== Fighting Spirit ====
''3rd Level Samurai's League Feature''<br>
''3rd Level Samurai's League Feature''<br>
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 weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Your intensity in battle can shield you and help you strike true. As a Bonus Action you can give yourself Advantage on Weapon Attacks until the end of the current turn. When you do so, you also gain 5 Temporary Hit Points.<br>
The number of Temporary Hit Points increases when you reach certain Levels in this class, increasing to 10 at 10th Level and 15 at 15th Level.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Elegant Courtier ====
==== Elegant Courtier ====
''7th Level Samurai's League Feature''<br>
''7th Level Samurai's League Feature''<br>
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.<br>
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.<br>
Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Your self-control also causes you to gain Proficiency in Wisdom Saving Throws.
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==== Tireless Spirit ====
==== Tireless Spirit ====
''10th Level Samurai's League Feature''<br>
''10th Level Samurai's League Feature''<br>
When you end your turn without taking the Attack action, you regain a use of Fighting Spirit.
If you end your turn without taking the Attack Action, you regain a use of your Fighting Spirit.
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==== Rapid Strike ====
==== Rapid Strike ====
''15th Level Samurai's League Feature''<br>
''15th Level Samurai's League Feature''<br>
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.
You learn to trade accuracy for swift strikes. If you make a Weapon Attack with Advantage, you can forgo the Advantage for that Attack to make an additional Weapon Attack against the target of that Attack. You cannot do this more than once per turn.
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==== Strength Before Death ====
==== Strength Before Death ====
''18th Level Samurai's League Feature''<br>
''18th Level Samurai's League Feature''<br>
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.
Your fighting spirit can delay the grasp of death. If you take would fall Unconscious from dropping to 0 Hit Points, you can use 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.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
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