5x Ashigaru

Additional Proficiencies
At 1st level, you gain additional proficiencies to aid you on your path: you become proficient with martial weapons and shields, and one artisan's tool or tool of your choice. You also gain a set of your chosen tool for free when you gain this feature.

Fighting Style
At 1st level, you adopt a particular style of fighting as your specialty. You cannot take a Fighting Style more than once even if you later get to choose again. If you want to change your fighting style, you can do so over the course of three days. When you take a long rest, you spend 2 hours of that rest practicing a new fighting style. You still gain the benefits of a long rest even if you only spend 6 hours long resting, as long as the remaining 2 hours are spent practicing a fighting style. After three days of practice, you lose the benefits of your current fighting style and gain the benefits of a new one.


 * Archery: You gain +2 bonus to attack rolls with ranged weapons.
 * Blind Fighting: Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
 * Defence: You gain +1 AC whilst wearing armour.
 * Interception: When a creature you can see hits a target within 5 feet of you with an attack (excluding you), you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield, a simple weapon, or a martial weapon to use this reaction.
 * Large Weapon Fighting: If you roll a natural 1 when you make an attack roll, you can reroll the attack, but must use the new result even if it is a 1. The weapon must have the two-handed or versatile property. You can only benefit from this fighting style once per minute.
 * Mariner: As long as you not wearing heavy armour or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
 * Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be using a shield.
 * Reflex Fighter: You can use your bonus action to gain one additional reaction this round.
 * Shield Warrior: When you make an Attack on your turn while holding a shield in one hand, you can use your bonus action to make an attack using your shield. Your shield deals 1d4 bludgeoning damage. You can add your Strength modifier to this attack roll, but not to the damage roll. Using your shield to attack weakens your defence, reducing the amount of AC provided by your shield by 1 until the start of your next turn.
 * Single Weapon Fighting: When you are wielding a melee weapon in one hand, and no other weapons, you gain a +2 bonus to damage rolls with that weapon. If your other hand is empty, you gain an additional +1 to attack rolls with that weapon.
 * Thrown Weapon Fighting: All melee weapons you wield gain the Thrown (20/60) property. Any weapon that already has the Thrown property has it's range doubled, and gains a +1 bonus to attack rolls when thrown. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
 * Two Weapon Fighting: When you engage in two weapon fighting you can add your ability modifier to the damage of the second attack.
 * Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your strength modifier. If you strike a creature with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Rapid Strike
At 3rd level, when you take the attack Action and have advantage on your attack, you can choose not to roll with advantage to instead make one additional attack as part of the same action. This additional attack cannot be made with advantage.

Swift Strike
At 6th level, when you take the Attack action, you can use your bonus action to make one weapon attack.

Confident Strike
At 9th level, you can choose to hit a target with a weapon attack without rolling to hit. You must choose to use this feature before you make any attack rolls. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Unknown
At 13th level,.

Unyielding Determination
At 17th level, you can fill yourself with endurance and strength when you most need it. At the start of your turn, you can use this feature (no action required). For the next minute, you gain the following benefits. After you have used this feature, you cannot use it again until you have finished a long rest.
 * Your weapon attacks score a critical hit on a roll of 18, 19, and 20.
 * You gain 6 temporary hit points at the start of each of your turns.
 * The number of additional attacks you can make using your Swift Strike feature is increased to two, instead of one.