Oath of the Samurai (5e Subclass)

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Oath of the Samurai[edit]

eugene-lisunov-samurai-test-render.jpg
Samurai by Yevhen Lisunov

Paladin Subclass

Samurai are noble warriors, that act as loyal servants of a clan. They are trained in multiple arts of combat, including cavalry, fencing and archery, and are well versed in multiple topics of knowledge, including arts, history and etiquette.

Tenets of the Samurai: Bushido

A paladin who takes this oath often has its eight tenets tattooed upon them: rectitude, courage, benevolence, politeness, sincerity, honor, loyalty and self-control. They believe their strength is bestowed upon them for their absolute moral standard, one that transcends logic. What’s right is right, and what’s wrong is wrong. The difference between good and bad and between right and wrong are givens, not arguments subject to discussion or justification, and a paladin of this oath should know the difference. They are true warriors of action.

   Have The Courage To Do What Is Just. I see what is right and once I've set my path, I keep to it without wavering; for I will strike when it is right and I will die when it is right.

   Let Your Strength Rise With Your Mercy. Invested with the power to kill, I must demonstrate an equally extraordinary degree of benevolence; the highest attribute of the soul.

   Sincere. I live in simplicity for luxury is the greatest menace for riches hinder wisdom.

   Honor. I choose to bear the unbearable, to never be provoked and to make reparation when wrong; for the betterment of myself and others.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd compelled duel, zephyr strike
5th blur, misty step
9th blink, haste
13th freedom of movement, greater invisibility
17th far step, steel wind strike

Kiai Smite (Optional Feature)

When you use your Divine Smite feature or Improved Divine Smite feature, you cause magical slashing damage, rather than additional radiant damage. You can no longer cause radiant damage if you opt by the Kiai Smite.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

   Bearing Resolve. When you fail a saving throw against an effect that would cause you to be charmed, frightened, paralyzed, poisoned or stunned, you can use your Channel Divinity to reroll the saving throw at advantage.

   Killing Stance. As an action, you elude an aura of menace and take a killing stance, using your Channel Divinity, lasting for 1 minute. As a reaction, when a creature within 30 feet makes an attack against you or an ally within 5 feet of you, you can move up to them and making a melee weapon attack at advantage. If you hit, the attack is a critical hit.

Aura of Control

Starting at 7th level, you have sharpened your awareness and reflexes that you can perceive and react to even the slightest changes around you while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If anything moves within your aura you can sense it and react, granting you a +2 bonus to you Armor Class against attacks originating from outside of it and from creatures that have entered your aura until the end of their turn.

At 18th level, the range of this aura increases to 30 feet.

Iaijutsu Master

Starting at 15th level, you can make a swift strike by quickly drawing a sheathed sword. If you aren't surprised, and take the Attack action on your first turn of combat, you can move up to your movement speed and attempt a Iaijutsu Strike. Your target must succeed on a Wisdom (Perception) check, with a DC equal to the result of your attack.

On a failed save, your attacks cause twice the damage until the end of your turn.

Aura of Menace

At 20th level, you have became a paragon of bravery and martial prowess, and your skill with the blade is legendary, striking fear in the hearts of your enemies. As an action, you can activate your aura of menace, covering a 30-foot radius around you. Each hostile creature that start its turn in this aura must succeed on a Wisdom saving throw or be frightened until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

In addition, creatures within 30 feet that attack you or try to take any action that results in direct harm towards you must first succeed in a Wisdom saving throw against your spell save DC in order to do so. On a success, the creature is immune to this effect.

Finally, any friendly creatures in the area are emboldened by the aura, and regain a number of hit points equal to 5 + your Charisma modifier whenever they start their turn inside the aura.

Once you use this feature, you can't use it again until you complete a long rest.

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