Fighter Archytype: Kenshi

The Kenshin is a warrior trained in expert swordsmanship.

Kendoist You have learned to dance around blows and repel attacks with your weapons. While not wearing armor or using a shield and, your AC equals 10 + your Dexterity modifier + your proficiency bonus. All weapons without the heavy property are treated as having the finesse property for you.

Kendō When you choose this Archetype at 3rd level, after you roll for initiative, you can choose to draw your weapon and take one of the following fighting stances. This stance lasts until combat ends, you are incapacitated, you are disarmed, or you end it as a bonus action. You can change which stance you are in or take a stance as a bonus action. You gain access to more fighting stances at higher levels. You must be holding a melee weapon and not holding a shield to gain the benefits of a stance. When you take damage while in a stance, you must make a Constitution saving throw with a DC equal to the damage you took, leaving your stance if you fail. Additionally when you would be hit with a attack while in a stance, you can use your reaction to attempt to parry the attack. A parry reduces the roll by 1d4 + your Dexterity modifier, possibly changing the result. Chūdan You hold your weapon in front of your body to strike and deflect blows directed at you. You gain a + 1 bonus to your AC and attack rolls. Jōdan You hold your weapon above your head to deliver powerful downward strikes. Your weapon gains the reach property and you gain +1 to attack rolls. When attacking a enemy who has not moved yet this round and you roll a 1 or a 2 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Grass Cutting Slash At 7th level, you gain the ability to attack enemies from a distance. While you are in a stance, you can make a melee weapon attack on a creature up to 30 feet away from you. Any creature between your and the target of this attack must pass a Dexterity saving throw against your attack roll to hit your target or take half the damage of a attack with that weapon on a failure, taking nothing on a success. You leave your stance after using this feature. You cannot use your bonus action to take a stance until your next turn.

Kendō Kata At 10th level, your training has allowed you to master new more advanced stances. Additionally, you can now attempt to parry damaging spell attacks. If the spell would force a saving throw, you instead add 1d4 + your Dexterity bonus to your saving throw. If you pass a saving throw to take half damage from a spell after using your reaction to parry, you instead take no damage. Gedan You hold your weapon low to the ground to better counter attacks. If you have not attacked this turn, your AC is increased by +2. If you successfully parry a attack while in this stance, you can make a opportunity attack on a creature within the range of your weapon as part of the same reaction. Hassō You hold your weapon up to your side, allowing you to better fight a large group of enemies. You gain a + 1 bonus to your AC. If a creature moves within 5 feet of you while you are in this stance, you can make opportunity attacks without using your reaction. Waki-gamae You hold your weapon at your side to hide it's appearance from your enemy. You gain a + 1 bonus to attack rolls. You can forgo any additional attacks granted by your Extra Attack feature to gain advantage on your attack roll. If you do so roll double the amount damage dealt by the attack. At level 11, you instead deal triple the damage if you choose to use this feature, and four times the damage at level 20.

Weapon Expertise At 15th level, you have become a master in the wicked dance of war. You can add double your proficiency bonus to attack rolls made with a weapon that has the Versatile property that you are holding with two hands. Additionally, you can add your proficiency bonus to your damage dealt when using those weapons.