5x Bushi

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Strength, Dexterity

Armour Proficiencies: Light Armour, Medium Armour

Weapon Proficiencies: Simple Weapons

Other Proficiencies: None

Skill Proficiencies
As a Bushi, you can choose 2 skills from the following list to become proficient with.
 * Acrobatics
 * Athletics
 * Insight
 * Investigation
 * Perception
 * Survival

Starting Equipment
As a Bushi, you roll 4d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 17th level.
 * The Ashigaru is a versatile warrior.
 * The Kensei is a heavily armoured front-line warlord.
 * The Onmyoji is a mage that can summon a shikigami to aid it.
 * The Samurai is a noble warrior of supreme skill.
 * The Shinobi is a master of stealth, tools, and ninjutsu.
 * The Shintoist is a spiritual guide and priest.
 * The Sohei is a martial artist and master of the Inner Eight Gates.

Bushi Stance
At 1st level, you can change your stance to grant yourself benefits. You can only change your stance at the start of your turn (no action required). You remain in your stance until you choose to change it, or you become incapacitated, paralysed, petrified, prone, restrained, stunned, or unconscious.

Learn From Failure
At 1st level, you have learned that failure is an opportunity to better yourself. When you fail to hit a creature or object with an attack, or you fail to meet the DC of a skill check, you can choose to learn the AC of that target or the DC of the skill check. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

Battle Strategist
At 2nd level, you know the importance of making the first move and how it can effect the outcome of the entire battle. You gain a bonus to your initiative rolls equal to your Bushi level divided by 3 (rounded up). This bonus has a minimum value of +1 and a maximum value of +6.

Stance Techniques
At 2nd level, you learn special techniques which can only be used in certain stances (see your Bushi Stance feature). When you roll for initiative, you gain 3 uses of this feature, allowing you to use the techniques listed below. When combat ends, you lose any unused uses of this feature.

Heaven Stance Technique

 * Third Eye: When you make a weapon attack while you are in Heaven Stance, you can choose to make that attack with advantage.

Mortal Stance Technique

 * First Strike: When a creature moves into your weapon's reach, you can use your reaction to make one weapon attack against that creature.

Mountain Stance Technique

 * Determination: When you take damage from a weapon attack, you can use your reaction to roll 2d6 and reduce the damage by the result.

Water Stance Technique

 * Ebb and Flow: When you hit a creature with a weapon attack, that creature makes attacks against you with disadvantage until the end of your next turn.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.

Great Bushi Stance
At 5th level, your Bushi stances grant you greater benefits.

Improved Battle Strategist
At 7th level, you have learned how to swing the outcome of a battle in your favour as soon as it begins. You gain the following benefits.
 * If you are the first creature to take a turn during combat, your attacks are made with advantage during that turn.
 * If you hit a creature with an attack and that creature has not yet taken a turn during combat, you can choose to deal additional damage equal to your Bushi level. This additional damage can only happen once per turn.

Supreme Bushi Stance
At 10th level, your Bushi stances grant you greater benefits.

Unyielding Improvement
At 11th level, you can choose one of the following unyielding improvements. You can choose another improvement at 14th level and 18th level. You cannot choose the same unyielding improvement more than once.

Unyielding Courage
If you drop to 0 hit points while you're in a Bushi stance and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead, and you cannot use your Bushi Stance feature until you finish a short or long rest. You remain in your current Bushi Stance for up to 1 minute, and then it is lost.

Unyielding Discipline
You become proficient with Wisdom saving throws. If you are already proficient with Wisdom saving throws, you become proficienct with Intelligence saving throws or Charisma saving throws instead (your choice).

Unyielding Spirit
You have advantage on saving throws against the frightened condition, and if you are knocked prone you can immediately use your reaction to stand back up and maintain your stance (see your Bushi Stance feature).

Divine Bushi Stance
At 15th level, your Bushi stances grant you greater benefits.

True Mastery
At 20th level, you have mastered all aspects of your path. You can increase any two ability scores of your choice by 2, and the maximum for your chosen scores becomes 22.