Samurai (Yaranaika)
Fighter Subclass: Samurai
Classical Japanese upper-class warrior who carries two swords, katana and wakizashi. Treat them respectively like longsword and shortsword. Other common weapons include naginata (glaive) and tanto (dagger). Samurai are trained to police towns and prevent crimes, and are in charge of protection and defense. They follow the bushidō code of honor.
In Mythic Japan, women are fully equal to male samurai, contrary to real history.
Level 3
Artist. Choose one form of art. You gain a Tool Proficiency into that art. Most common ones are Acting (Nō in particular), Calligraphy, Flower Arranging, Kemari (蹴鞠, Japanese football game), Painting, Poetry (haiku in particular), Tea Ceremony, and Sculpting. At each subclass feature, you can choose another new artistic Tool Proficiency. You cannot choose the same proficiency twice. If you feel there are no suitable arts for your character, you can skip this feature.
Law and Order. If you weren't proficient with Intimidation, you now become proficient. You can use either Strength or Charisma modifier for Intimidation checks. If the target is of lower class than you and is obliged to act accordingly, you either have Advantage to the check, or GM might not even require any check at all - your target becomes intimidated and Helpful.
Before Shout. You feint and shout in order to stir your target, lashing out while your they are distracted. You gain Advantage to your next Attack roll (only) against that target. You can use this Shout once per your Proficiency Bonus, thereafter a Long Rest recharges it. Creatures immune to fear are immune to this feature. Another samurai can shout back as a Reaction—in this case, neither will have Advantage.[1]
Level 7
Always Vigilant. You have Advantage on Initiative rolls and a +5 advantage to your Passive Perception.
Find the Opponents' Rhythm. Whenever you have struck down an opponent (dead, prone, or incapacitated), you gain five feet extra movement which you can use immediately. This also applies to ranged attacks.[1]
Level 10
Parry. You learn advanced techniques to parry any opponent's attacks. Whenever you are wielding a melee weapon, you get a +2 bonus to your Armor Class, unless you are Grappled, Incapacitated, or Prone.[1]
A Commander Knowing Soldiers. You have attained the power in the knowledge of the art of war. When your group engages enemies in combat, everyone on your side within 100 feet gains Heroic Inspiration. You can use this power once per your Proficiency Bonus times. It recharges after Long Rest.[1]
Tireless. You gain an extra level of Exhaustion. Whenever you would gain Exhaustion, mark this extra level spent instead. It is recharged after a Long Rest. If you already had extra Exhaustion (from variant human species ability, for example), you keep that as well and have two extra levels now.
Level 15
Small and Large. As A Commander Knowing Soldiers, but you can inspire an entire army with Heroic Inspiration, within your line of sight. You don't need to actually see everyone; this feature works even under Dim Light or Darkness. This is an extra feature which you can use only once; it is recharged after Long Rest.[1]
Unshakable. You are immune to Fear and Frightened condition.
Level 18
Knocking the Heart Out. Whenever you are commanding an army within your line of sight (regardless of actually seeing everyone) and using a gunbai (軍配団扇, gunbai-uchiwa), a specialized form of fan used by samurai officers in Japan to communicate commands to their troops, everyone opposing your side feels defeated. Whatever D20 Tests related in any way to this battle your enemies do, they suffer Disadvantage to their roll. This includes attack rolls, saving throws, ability checks, initiative—everything!
Only a wish or an artifact, or a commander with the same ability can negate this feature; in that case, neither side gets Disadvantage. You can't engage in combat yourself—your actions are spent commanding.[1]
If you are Incapacitated, this feature is negated. Also, opponent's units beyond your theoretical line of sight are not affected.
Shōgun. Even if you are not literally the shōgun, you now certainly have the prestige and reputation to becoming one. You gain Expertise to all Social Interaction (Deception, Intimidation, Persuasion), and also to Insight and Performance (giving speeches) skills. Your Proficiency Bonus is counted twice for these skills.