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FEROCIOUS CHARGER
S ta rting at 15th level, you can run down your foes,
whether you're mounted or not. U you move at least 10
feet in a straight line right before attacking a creature
a nd you hit it with the attack, that target must succeed
on a S trength saving throw (DC 8 +your proficiency bo-
nus+ your S trength modifier) or be knocked prone. You
can use this feature only once on each of your turns.
V I GILANT D EFE NDE R
Starting at 18th level, you respond to danger with
extraordinary vigilance. In combat, you get a special
reaction that you can ta ke once on every creature's turn,
except your turn. You can use this specia l reaction only
to make an opportunity attack, a nd you can't use it on
the same turn that you take your normal reaction.
SAMURAI
The Samurai is a fighter who draws on an implacable
fighting spirit to overcome enemies. A Samurai's resolve
is nearly unbreakable, a nd the enemies in a Samura i's
path have two choices: yield or die fighting.
SAMURAI F EATUR ES
Fighter Level Feature
3rd Bonus Proficiency, Fighting Spirit (5 temp. hp)
7th Elegant Courtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Rapid Strike, Fighting Spirit (1 5 tem p. hp)
18th Strength before Death
TIRE LESS SPIRIT
BONUS PROFICIENCY
Starting at 10th level, when you roll initiative and
When you choose this archetype at 3rd level, you gain
have no uses of Fighting S pirit rema ining, you re-
proficiency in one of the following skills of your choice:
gain one use.
History, Insight, Performance, or P ersuasion. Alterna-
tively, you learn one la nguage of your choice.
R APID STRIKE
Sta rting at 15th level, you learn to trade accuracy for
FIGHTING SPIRIT
swift strikes. Tfyou take the Attack action on your turn
S tarting at 3rd level, your intensity in battle can shield
and have advantage on an attack roll against one of
you and help you strike true. As a bonus action on your
the targets, you can forgo the advantage for that roll to
turn, you can give yourself advantage on weapon attack
ma ke a n additiona l weapon attack against that target,
rolls until the end of the current tum. When you do so,
as part of the same action. You can do so no more than
you also gain 5 temporary hit points. The number of
once per turn.
tempora ry hit points increases when you reach certa in
levels in this class, increasing to 10 at 10th level and 15
STRENGTH BEFORE D EATH
at 15th level.
Starting at 18th level, your fighting spirit can delay the
Y ou can use this feature three times, and you regain
grasp of death. If you take da mage that reduces you to
a ll expended uses of it when you finish a long rest.
0 hit points and doesn't kill you outright, you can use
your reaction to delay falling unconscious, a nd you can
ELEGANT C O U RTIER
immediately take a n extra turn, interrupting the current
S ta rting at 7th level, your discipline a nd attention to de- turn. While you have 0 hit points during that extra turn,
tail allow you to excel in social situations. Whenever you
taking damage causes death saving throw failures as
ma ke a Charisma (Pers uasion) check, you gain a bonus
normal, and three death saving throw failures can still
to the check equal to your Wisdom modifier. kill you. When the extra turn ends, you fall unconscious
Your self-control also causes you to gain proficiency
if you still have 0 hit points.
in Wisdom saving throws. If you already have this pro-
Once you use this feature, you can't use it again until
ficiency, you instead gain proficiency in Intelligence or
you finish a long rest.
Charisma saving throws (your choice).
CHAPTER I I C H ARACTER OPTI ONS

