Page 32 - DnD 5e - Xanathar's Guide to Everything
P. 32

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
   27   28   29   30   31   32   33   34   35   36   37