Samurai
Archetype Maneuvers
As a Samurai, in addition to the base Fighter maneuvers, you can also learn the Aggressive Attack, Evasive Footwork, Precision Attack, and Riposte maneuvers.
Elegant Courtier
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, or you can learn one language of your choice. You also gain proficiency with either Calligrapher's or Painter's supplies.
Your discipline, cultured countenance, and attention to detail allows 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.
Fighting Spirit
Also at 3rd level, you gain a second usage of Second Wind. When you use your Second Wind feature your weapon attack rolls have advantage until the end of your turn. If the hit points regained by second wind would exceed your hit point maximum you gain the excess as temporary hit points. The temporary hitpoints gained in this way cannot exceed your Fighter level.
Wise Warrior
At 7th level your self-control 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).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no uses of Second Wind remaining, you regain one use. Any hit points regained from this are gained only as temporary hit points equal to your fighter level.
Rapid Strike
Starting at 15th level, 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.
Strength before Death
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.
At the end of your extra turn you fall unconscious if you are still at 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
