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.
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 all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of 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. You regain all expended uses of it when you finish a long rest.
Starting at 7th level, your discipline and attention to detail allow 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.
Your self-control also 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).
Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.
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 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.
Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra 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.
Legendary Sub-class
Heavenly Stances
Prerequisite: 21st level
Earth. While in Earth Stance and subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to angle your weapon so you take no damage on a success and only half damage on a failed saving throw
Fire. While in Fire stance, you can forgo the advantage on one of the attacks and make an extra weapon attack against that target instead, as part of the same action. You can do so no more than once per turn
Water. When you make an attack with the creature's own attack modifier while in Water stance, you can make an additional attack with a melee weapon yourself as part of that reaction against that creature
Wind. Whenever a creature makes an opportunity attack against you when you are in Wind stance, they provoke opportunity attacks from your allies within 5 feet of them
Samurai Discipline
Prerequisite: 21st level
You now add your proficiency bonus to initiative rolls, can't get surprised and have ADV on it as well. Also gain 2d10+CON temporary HP
Precise Strike
Prerequisite: 23rd level
When you miss a creature with a weapon attack, your next attack will have ADV
Grand Honor
Prerequisite: 25th level
When side by side with an ally, the ally and you gains adv on their attack rolls and the ally gets a +2 to their AC
Rōnin
Prerequisite: 27th level
Warlord's Menace The first time a creature is hit by one your attacks, they must make a Constitution saving throw DC= 10+STR+CHA or become frightened of you for 1 minute. Any creature that fails can make the saving throw again at the end of each of its turns.
Shogun's Benevolence As an action, you may grant up to 2 allies of your choice, within line of sight, the effect of your Samurai Discipline. Roll your Hit Dice and split up the total if you chose more than one ally. You can use this ability once per long rest.
Blade with no Equal Your attacks are able to cut through any material, immunities (if a creature is immune to your blade's damage, treat it as resistant) and barriers created from magical or divine means. Upon rolling a 1 on the attack roll, you may choose to revoke your attack and sheath your blade in preparation for a guaranteed hit next turn (treat it as a normal successful attack and part of Extra Attack) on any enemy of your choice within range of your Strike From The Void (this uses one of its charges). You may do this a number of times equal to your Constitution Modifier. Regain all uses after a Long Rest.
Invincible under the Sun
Prerequisite: 30th level
You gain 2 extra attacks, the critical score is now brought down by 2 and is gain a resistance to 5 damage types of your choosing