The Wanderer

Rurouni, Vagabond, Drifter, all these different names of Wandering fighters share similar traits and elements. The will to survive, the resourcefullness to utilize an unfamiliar place, the sheer tenacity to scrap it out until the end.

Many call these fighters dirty, abandoning honor in a single second if something can help them win in a fight. Not all fight without honor but to fight with a Wanderer is to invite none of the normal logics of an honorable duel.

These Wanderers have no home nor school of thought, merely similar tricks that they pick up and share with one another to survive another day with.

Quick Strike

When you choose this archetype at 3rd level you have learned to strike before the enemy is aware, to try to finish a fight before its properly started.

When you make your first attack in combat or to start combat, with a one handed weapon,you deal an extra damage die if it hits. If the enemy has not taken an action yet in this combat you have advantage on this strike.

Additionally you can change weapons as a free action.

Lessons of the Vagabond

At 7th level you have picked up various tips and tricks from fellow Wanderers you have met in your journeys. You become proficient in the Survival and Investigation skills.

When you make an ability check with a skill you are not proficient in you can add half your proficiency bonus(rounded down)to that check.

Improvised Parry

At 10th level when a melee attack is made against you you can use your reaction to grab an object(on person or nearby)to try to deflect the attack away with. Roll 1d4+ your strength or dexterity modifier* and reduce the attack roll by that amount.

You can use this ability equal to the higher of your strengh or dexterity modifier per day until after a long rest.

*If you have the Tavern Brawler feat add proficiency to this feature.

Imrpoved Quick Strike

At 15th level your quick strike deals two additional damage die instead of one.

During combat you can spend one attack to sheathe your weapon then on your next attack use your quick strike feature, regardless if you have already attacked or not.

Will to Survive

At 18th level your will to survive transcends the very nature of your physical form. Once per day, when you would drop to 0 health you don't, instead using your second wind regardless if you have used it or not.

You then immediately take another turn when you use this feature but can only move and take the attack action. After finishing this extra turn you take 3d10 Necrotic damage, bypassing resistance, the battle then resumes as normal.

Credit: Greg Ruth

Additional Notes

I made this class archetype since I just really like the whole wandering warrior concept and Fighter I feel like lacks a scrappy alternative. Just a fighter who's a guy thats really good at what he does but isn't traditionally trained.

I feel like its a fine balance, nothing too strong and nothing too weak. Might be a tad boring to play since it doesn't have a lot of active abilities but I think mechanically its solid. I based its style off the Champion archetype, as far as power ebb and flow goes.

I hope you enjoy reading it and give it some feedback!