FEROCIOUS CHARGER
S ta r ti ng at 15 th level, you can run down your foes,
w hether you 're m ounted or not. U you move at least 10
feet in a stra ig ht line right be fore attackin g a creature
and you hit it wit h the attack, that target m ust succeed
o n a Stre ngth saving throw (DC 8 +your proficie ncy bo-
nus+ your Stre ng th m odifie r) or be knocke d prone. You
can use this feature on ly o nce o n each o f your turns.
VI GILANT DEFENDE R
Starting at 1 8 th le ve l, you respond to danger w ith
extraordina ry vi gila nce. In combat , yo u get a specia l
reacti on that yo u can ta ke once o n every creature's turn,
except your turn. You can use this specia l reactio n only
to m a ke an oppor tunity attack , and you can't use it o n
the same turn t hat you take your normal reacti on.
Samurai
T he Sam u ra i is a fighte r who draws on a n implacable
fig hting sp ir it to overcom e en e m ies. A Samurai's resolve
is nearly unbreaka ble, and the enemies in a Samura i's
path have two c ho ices: y ie ld or die fig hting.
SAMURAI F EATURE S
Fighter Level
3rd
7th
10th
15 th
18 th
Feature
Bonus Proficiency, Fighting Spirit (5 temp. hp)
Elegant Co urtier
Tireless Spirit, Fighting Spirit (10 temp. hp)
Rapid Strike, Fighting Sp irit (15 te m p. h p)
Strength before Deat h
BONUS PROFICIENCY
Whe n you c hoose this archetype at 3 rd level, you gain
proficie ncy in one of the following skills of your c hoice:
History, Ins ight, P e rforma nce, o r Pe rs ua s ion. Alterna-
tively, you learn o ne la ng uage of your c hoice.
FIGHTING SPIRIT
S tarting at 3rd le ve l, your inte nsity in ba ttle can s h ield
you and he lp you strike true. As a bonus action o n your
turn, you can g ive yourself a dvantage on weapo n attack
rolls until the end of the current tum. Whe n you do so,
you a lso gain 5 tempora ry hit points. The numbe r o f
tempo ra ry hi t points in creases whe n you reach certa in
leve ls in t his c lass, inc reasing to 10 a t 10 th level and 15
at 15 th level.
Yo u can use this feature three times, and you regain
all exp ended uses of i t when yo u finish a long rest.
ELEGANT CO U RTIER
S tarting at 7th level, your discipline and atte ntio n to de-
tail allow you to excel in socia l s itua tions. Whe never you
ma ke a Ch a ris m a (P e rs uasion) check , you gain a bonus
to the check equa l t o your Wisdom m o difier.
Your self-cont rol a lso causes you to ga in profic ie ncy
in Wis dom saving throws. If you already have this pro-
fic ie ncy, you ins tead gain profic ie ncy in Intelligence or
Cha ris m a saving throws (your c hoice).
TIRELESS SPIRI T
Star t ing at 10th level, whe n you roll initiative and
h ave no uses of Fighting S pir it re ma ining , you re-
gain o ne use.
RAPID STRIKE
S ta r ting at 15 th le ve l, you learn to tra de accuracy for
swift strikes. Tfyou take the Attack acti on on your turn
and h ave a dvanta ge on a n attack roll agains t on e of
the targets, you can forgo the advantage for tha t roll to
ma ke an additio na l weapon attack agains t that ta rget,
as part of the sam e acti on. Yo u can do so no mo re tha n
once pe r turn.
STRENGTH BEFORE DEATH
Starting at 18 th le ve l, your fighting spirit can de lay the
g rasp of death. If you take d a mage that re duces you to
0 hi t points and doesn 't kill you ou tright, you can use
your reaction to d e lay falling unconscious, and you can
imme diately take a n extra turn, interrup ting the curre nt
turn. While you have 0 hit points durin g that extra turn,
taking damage causes death saving throw failures a s
norma l, and three death saving throw failures can s till
kill yo u. Whe n the extra turn ends, yo u fall unconscious
if you s till have 0 hit points.
Once you use this feature, you can't use it again until
yo u finis h a long re st.
CHAPTER I I C HARACTER OPTIONS