Samurai
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.
Delicate Blade
When 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.
Additionally, longswords and glaives are considered finesse weapons for you. When you wield a weapon in which you are proficient in and are not wielding a shield or armor, your AC equals 10 + your dexterity or strength modifier + your constitution modifier.
Practiced Strikes
At 3rd level, your training and resolve allow you to activate special abilities. You gain the following options listed below, and if any abilities causes a creature to make a save against your ability, the DC equals 8 + your strength or dexterity + your proficiency bonus.
Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can spend charges of this ability to give yourself advantage on weapon attacks. For every charge you spend, your next two attacks this turn are made with advantage. For example, if you spend just one charge, your next two attacks have advantage this turn. If you spend two charges, your next four attacks have advantage this turn.
Sweeping Blade. You can take the dash action as a bonus action. When you do so this way, your extra movement must be taken immediately, and it must be done in a straight line. You do not have to use all of your extra movement speed from the dash, but once you stop, you lose the rest of the extra movement speed.
You can move through other creatures without any penalty to movement, you ignore difficult terrain, and you do not provoke attacks of opportunity when using the extra movement speed from this dash. Each creature you completely pass through must make a dexterity saving throw. On a failure, they take damage equal to your proficiency bonus + your strength or dexterity modifier, or half on a success.
You have a number of charges of this ability equal to your proficiency bonus. You regain all expended uses of it when you finish a short or long rest. If you have no uses of this feature remaining, you may spend 3 exertion points to replenish a use of it.
Tireless Spirit
Starting at 7th level, your speed increases by 10 feet.
Mastered Strikes
At 10th level, you have mastered your strikes. You gain the following upgrades to your abilities:
Fighting Spirit. You can forgo the advantage on your attacks to instead make one extra attack when you use this ability. If you use the feature this way, you also gain temporary hit points equal to half your level, and if all of your attacks hit, you do not consume a charge of this ability.
Sweeping Blade. You can change directions when using sweeping blade, up to a number of times equal to your proficiency bonus. This allows you to pass through a target multiple times, making a separate save for each time they are hit by the ability.
Additionally, you have an extra 15 feet of movement when you dash with Sweeping Blade.
Parry
At 15th level, when you are hit by a melee attack, you can attempt parry it as a reaction. You spend a charge of your Practiced Strike ability, and make a weapon attack roll against the creature. If your attack is higher than their attack roll on you, their attack misses and you make a damage roll against the creature using the weapon you made the parry with. You score a critical hit if you match exactly the number they rolled to hit, or on a natural 20 like normal. You do not expend a use of Practiced Strike if you miss the parry, or if you score a critical hit on the parry.
Samurai's Last Breath
At 18th level, when you are dropped to 0 hit points, you immediately take an extra turn before you fall unconscious. The only actions you can take on this turn are the attack action, and a bonus action to activate Practiced Strike. You may also move up to your speed. When this turn ends, you immediately enter the critical state.