A [[Fate|Fated]] Subclass of [[Fighter]] specializing in [[Iaijutsu]], or the quick-draw sword technique. This is a [[Gata]] martial art taught on the island of [[Yossei]].
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![[List of Iaijutsu Samurai Fighters]]
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## Level 3 - Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
## Level 7 - Viper Style
Starting at 7th level, anytime a melee or ranged physical damage attack would hit you, you may use a reaction to do one of the following:
- If it is a melee physical damage attack, you may use your reaction to make an attack as a counter. If your weapon is sheathed you are granted the Iaijutsu Fighting Style bonuses.
- If it is a ranged physical damage attack, you may attempt to deflect the missile. Roll your weapon's damage die + your Dexterity modifier + your fighter level. If you equal or exceed the damage that would have been dealt, you successfully deflect the missile. If you fail to meet or exceed the damage value, you reduce the damage by what you rolled.
## Level 9 - Battle Maneuvers
You learn maneuvers that are fueled by special dice called superiority dice.
**_Maneuvers._** You can use only one maneuver per attack.
**_Superiority Dice._** You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You have an amount of superiority dice equal to your proficiency bonus.
**_Saving Throws._** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
## Level 9 - Fate
Sparks of [[Fate]] are granted to those strong enough to wield them, bolstering their prowess and skill. Each Spark of Fate allows a wielder to spend the spark on a skill from their respective skill tree.
| Ability | Description |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Adrenaline | If you health is less than full, your movement speed increases by 5 feet. |
| Adernaline, Heightened | If you health is below half, your movement speed increases by 10 feet. |
| Burst of Wind | If an ally passes within 5 feet of you on their turn, you grant them an additional 5 feet of movement speed and you gain 5 feet of movement speed on your next turn. This can only occur once per round. |
| Burst of Wind, Heightened | If an ally passes within 10 feet of you on their turn, you grant them an additional 10 feet of movement speed and you gain 10 feet of movement speed on your next turn. This can only occur once per round. |
| Cable Knife | When you hit a creature with a throwing knife attack, you can expend one superiority die to attempt to pull the target towards you with an attached cable. You add the superiority die to the attack's damage roll, and if the target is large or smaller, it must make a Strength saving throw. On a failed save, you pull the target up to 5 feet towards you. |
| Kamedosen | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. |
| Kamedosen Follow Through | When you hit with a Kamedosen maneuver and still have an attack remaining, you can use your Cable Knife maneuver to close the distance to the target you just shoved as long as the Throwing Knife hits. This Cable Knife maneuver does not require a STR saving throw for the enemy as you are pulling yourself towards the target, the Throwing Knife only needs to hit the target.<br><br>Roll the superiority die for the Cable Knife maneuver. Add the number rolled to the weapon's damage roll. |
| Nothing Personal | When you’re within 5 feet of an enemy creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement, the creature is Large or smaller, and it fails a STR saving throw.<br><br>Roll the superiority die. Until the start of your next turn, you detract the enemies _to hit_ mod on physical attacks by the number rolled divided by 2 rounded down, minimum of 1, and you gain the number rolled divided by 2 rounded down, minimum of 1, to your _to hit_ mod on physical attacks. |
| Nothing Personal, Heightened | Your Nothing Personal Maneuver can now target an enemy within 15 feet and you can choose to place the enemy 5 feet in the direction where you started or keep them in place. Additionally, your next attack does increased damage equal to the enemies highest ability modifier.<br><br>When you’re within 15 feet of an enemy creature on your turn, you can expend one superiority die and place yourself adjacent to the enemy creature and can choose to move them 5 feet in the direction you came form or keep them in place, provided you spend at least 5 feet of movement, the creature is Large or smaller, and it fails a STR saving throw.<br><br>Roll the superiority die. Until the start of your next turn, you detract the enemies _to hit_ mod on physical attacks by the number rolled divided by 2 rounded down and you gain the number rolled divided by 2 rounded down to your _to hit_ mod on physical attacks. |
| Shadow Knives | On your turn, as an action, you can choose to throw a throwing knife at a surface within range to create a small 5 foot cube of darkness. Creatures within the darkness are considered blinded and enemy attacks to the target within the darkness are made with disadvantage. This action can be considered an attack when taking the attack action. You can use this feature a number of times equal to your Proficiency Bonus. |
| Sharper Steel | Your Throwing Knife damage die increases to 1d6 instead of 1d4. |
| Sweeping Blade | When you hit a creature with a weapon attack, you can expend one superiority die to deal damage up to 3 adjacent targets within 5 feet of you. You add the superiority die to the attack's damage roll and can split the total damage of the attack between the targets within 5 feet of you in anyway you want. |
| Sweeping Blade, Heightened | Your Sweeping Blade maneuver now sweeps within 5 feet around you targeting up to 5 targets within that reach.<br><br>When you hit a creature with a weapon attack, you can expend one superiority die to deal damage up to 5 targets within 5 feet of you. You add the superiority die to the attack's damage roll and can split the total damage of the attack between the targets within 5 feet of you in anyway you want. |
| The Wind and Shadow | If you throw a Shadow Knife at a location you can use a Bonus Action to teleport to its location as long as you have enough movement speed to cover half the distance to the knife. |
## Level 10 - Sun and Moon Style
Starting at 10th level, your study of Iaijutsu styles allows you to change stances to best fit the situation.
Lun Stance helps channel the senses granting increased awareness and focus. While your weapon is sheathed, you are in Lun Stance. When you first enter Lun Stance you gain 5 ft. of movement speed. While in Lun Stance your Saving Throws each increase by one.
Sol Stance helps channel the blood and oxygen in your body granting increased accuracy and resolve. While your weapon is unsheathed, your are in Sol Stance. When you first enter Sol Stance, your next attack this turn has a reach of 10 ft. While in Sol Stance you take increased healing equal to your Constitution modifier.
## Level 15 - 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.
## Level 18 - 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. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.