Tatsu Fuji

Tatsu Fuji is one of the main characters and protagonists of Adventures in Historia.

Personality
Tatsu is a quiet yet strong headed man. He usually keeps to himself, preferring to speak only when spoken to. When there is a conflict, he prefers to settle things with his fists or sword. He also enjoys wrestling as a way to bond with friends and training to get stronger. Tatsu is never one to turn down a fight, and loves an honorable duel.

Pre-Adventures in Historia
Tatsu was born in Vermillion Village located in the Red Mountains to Natsu and Ariana Fuji, and is the older twin brother to Natsumi Fuji. Natsu Fuji was the village chieftain while Ariana was the commander of the mercenary group called the Red Hawks.

The Red Mountains act as a natural buffer zone between Southernia and Easternia, separating the two countries with vast mountains with his village sitting at a natural passway between the two nations. Natsu was the village leader

Due to being cut off by mountains, neither Eastenria or Southernia helped the nomads of the Red Mountains in times of need. Tatsu's father, Natsu Fuji, became chieftain at a young age and united the nomadic tribes under one banner. Soon after becoming chief, a mercenary band of warriors known as the Red Hawks invaded the nomadic homeland in search for land to call their own. Their leader, Ariana, was a fierce Battle Master and a ruthless fighter. During combat however, she and Natsu fell in love and ordered the fighting to cease. The two were married that day. Tatsu is their first child, and they had a daughter named Natsumi.

Once Tatsu reached the age of thirteen, he began training under his mother to become a mercenary. He trained under his mother for five years until he became an adult. His father then ordered Tatsu to travel Easternia and experience the land and what it had to offer. While Natsu guised the trip as a way for Tatsu to grow as an adult, Natsu really sent his son to Easternia in hopes that he would find a wife. After a few months of mercenary work, Tatsu eventually found himself at Evergreen City.

Hanako Mori
Tatsu met Hanako after he and Riviere applied at the Easternia Trading Company. He found her timid nature endearing, and felt compelled to protect her from harm. Tatsu accidently stabbed her with his sword when they fought a vampire spawn, and has felt guilty ever since. Tatsu developed a crush on her during their travel to Pinewatch, and agreed to enter a polygamous relationship with her at Riviere's suggestion.

Riviere Bleu
When Tatsu first arrived at Evergreen looking for work, he ran into the mischievous rogue. Tatsu was immediately attracted to her stunning beauty and her crass personality. She often tormented him, which riled him up constantly. Riviere and Tatsu went out on a date during the spring festival, and started going steady. At Riviere's suggestion, they convinced Hanako to join a polygamous relationship.

Rubinex
Rubinex and Tatsu bonded shortly after Rubinex hatched in the hot springs located in the Red Mountains. They share a very strong bond, compounded by their shared passion for combat. They often wrestle each other for sport and for dominance.

Emeraldon
After Emeraldon was born, the young gem dragon trained with Tatsu to learn how to control his magic and sharpen his combat skills. Tatsu and Emeraldon have a father-son relationship due to his relationship with Hanako.

Sapphira
The youngest of the dragons, Tatsu looks at Sapphira like a daughter. He, along with Rubinex, helped teach Sapphira how to fight before the Order attacked Lapis Isle. Tatsu finds Sapphira's rebellious nature amusing as Riviere has developed a protective, motherly attitude with her bonded dragon.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Superior Technique
You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Maneuver Versatility
If you know any maneuvers from the fighter’s Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Archetype: Battle Master
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Strength score

• Dexterity score

• Constitution score

• Armor Class

• Current hit points

• Total class levels, if any

• Fighter class levels, if any

Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Battle Maneuvers:
Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Bait and Switch: When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

Brace: When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.

Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork: When you move on your turn, you can expend a superiority die, adding the total to your AC until you stop moving.

Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Silver Tongue: When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.

Snipe: As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.

Studious Eye: When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.

Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw or be knocked prone.

Dragon Companion
During your journey, you have come into contact with a newborn dragon wyrmling. The moment you touched this dragon, a special bond was formed between the two and bound the two souls together. This is a rarity in the world of Thera; there are only a handful of tales of a bond being formed between a dragon or a humanoid.

When a player decides to play as a Dragon Rider, the DM (or a fellow player) controls the dragon that has bounded with the rider. The dragon is a True Dragon class, have their own stats, personality, flaws, and abilities depending on the dragon type. Choose or roll on the table below to see which dragon type you develop a bond with. The dragon you choose should be within one step of your alignment. Character conflicts between dragon and rider can be interesting, but not if you end up killing each other before you reach 2nd level.

Soul Bond
Due to your bond, you and your dragon companion have the same level, regardless if you or dragon are together or separated during events throughout the campaign, or if you multiclass into another class. Throughout the campaign, your dragon will grow in size. Follow the size chart for the True Dragon class.

At 1st level, your soul is inseparably connected to your dragon companion's. If you die, so does your dragon companion, and if your companion dies, so do you. In order to be resurrected or otherwise returned to life, both you and your companion must be resurrected simultaneously. Otherwise, the resurrection attempt fails and neither are returned. As a result of your bond, your natural lifespan is increased to match your dragon’s. If you and your dragon’s souls bond before you have reached maturity, you continue to age as normal. Once you have reached physical maturity, you cease aging and cannot die of old age.

Soul Sense
When you reach 1st level, you and your dragon companion have a strong enough bond that one can innately sense the soul of the other. If you are on the same plane of existence as your dragon, you can feel when it is in danger. You can also use a bonus action to sense your companion's emotions and surface thoughts, unless it is unwilling. Your companion can do the same to you, sensing when you are in danger, and can use a bonus action to sense your emotions and surface thoughts, unless you are unwilling.

In addition, you can speak telepathically, but only to each other, as long as you are within 60 feet of each other.

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Dueling
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.

Spellcasting
When you reach 2nd level, you discover the innate ability to cast spells because of your draconic bond. See the 5th Edition Player's Handbook for the general rules of spellcasting and for the dragon rider spell list.

Spell Slots
The Dragon Rider table shows how many spell slots you have to cast your dragon rider spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the dragon rider spell list.

The Spells Known column of the Dragon Rider table shows when you learn more Dragon Rider spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Dragon Rider spells you know and replace it with another spell from the Dragon Rider spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your Dragon Rider spells, since your magic draws on your attunement from your dragon. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a dragon rider spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bond of the Knight
When a dragon and their bonded have a strong sense of justice or thirst for combat, their bond often becomes one of a Draconic Knight. They fight for their beliefs with frightening vigor and make for challenging foes. Whether they fight for good in their goal to uproot a tyrant, or as a commander for an invading army. Sometimes the humanoid bonded to the dragon serves their dragon’s goals and dreams, or vice versa.

Knight Proficiencies
When you choose this archetype at 3rd level, you have trained to fight with weapons and armor. You gain proficiency with martial weapons, heavy armor, and shields. In addition, your dragon companion gains proficiency with light armor. If you are using the optional Dragon Feats rule, this counts as taking the Armor Training feat once.

Staunch Protector
Also at 3rd level, you gain the ability to hinder attacks intended for others. When a creature attacks your dragon companion within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

1st Level Spells:

 * Compelled Duel
 * Hellish Rebuke
 * Shield
 * Zephyr Strike

Prodigy
You have a knack for learning new things. You gain the following benefits:
 * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
 * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
 * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
 * If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Heavy Armor Master
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
 * Increase your Strength score by 1, to a maximum of 20.
 * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Brawny
You become stronger, gaining the following benefits:
 * Increase your Strength score by 1, to a maximum of 20.
 * You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
 * You count as if you were one size larger for the purpose of determining your carrying capacity.

Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
 * You ignore the loading quality of of crossbows with which you are proficient.
 * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
 * When you use the Attack action and attack with a one-handed weapon, you may use your bonus action to attack with a loaded hand crossbow you are holding.

Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
 * If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you using your shield.
 * If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you.
 * If you are subjected to an effect which allows you to make a Dexterity save for half damage, you can use your reaction to take no damage, interposing you shield between you and the effect.

Advanced Fighting Style
You gain one additional Fighting Style of your choice, as detailed in the Fighter class section. Additionally, you may choose one of the options below. You must meet any prerequisites the option requires in order to choose it.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Archer's Eye: Once per turn, when you hit with a ranged weapon attack and had advantage on the attack roll, the target takes additional damage equal to your proficiency bonus.

Warbringer
Like a blade against a whetstone, you've honed your tactics. You gain the following benefits.
 * Increase your Strength or Dexterity score by 1, up to 20.
 * You learn three additional Battle Master maneuvers of your choice.
 * You gain additional superiority dice equal to your half your proficiency bonus (rounded up).

Magical Item Hoarder
Your love for magical items is on par of that of the dragon you have bonded with. You have gained the following benefits:
 * Your Charisma score is increased by 1, to a maximum of 20.
 * You gain attunement slots for magical items equal to your Charisma modifier (min. of one).

Boon of the Fighter
You can use the second wind, action surge and indomitable features an additional time each before resting.

Special Equipment

 * +1 Explosion Bolts: Bought from Magical Emporium
 * +3 Heavy Crossbow: Bought from Magical Emporium
 * +2 Plate Armor: Reward from Elden Castle
 * +2 Obsidian Targe Shield: Reward for killing vampire spawn in Dahlia Village.
 * Bag of Holding: Bought from Liliana.
 * Dragonfyre: Rewarded to Hanako for reviving King Gato's children, then giving to Tatsu for his birthday.
 * Cloak of the Dragon Knight: Cloak found in fortress near Greenleaf, and enchanted by Liliana.
 * Night's Edge (+3 Longsword): Reward from Castle Elden.
 * Pendant of the Dragon Knight: Received as a gift from Hanzo Mori through Volcanis
 * Quiver of Ehlonna: Received from gnoll camp.