Paladin - The Oath of The Samurai

A holy warrior who uses a combination of inner spiritual strength and decisive martial prowess, the Samurai is a force to be reckoned with on the battlefield, but also someone who's honesty and compassion shines through in all things they do.

Tenets of the Samurai

The tenets of the Samurai involve a spiritual awareness and a duty to family, people, or monarch. Samurai also learn that, althrough they protect their common folk, this does not make them better than the common folk.

Honor - Honor, duty, and loyalty are the most important elements to a Samurai. A Samurai must do all they can to prevent dishonoring their name, their family's name, or the name of their sworn monarch.

Spiritualism - The world is surrounded and infused with the spirits of the elements. These spirits are worthy of your deference and respect. Never perform an act that would knowingly cause the harm of a good spirit. Give thanks each day to the spirits who provide for you.

Compassion - Each life is sacred and important. Show resepct and kindness to your fellow man, and do no harm to the less fortunate. There is no one who is beneath you, you are an equal to the lowest one. This compassion also extends to your enemies. No one deserves to suffer in pain. Torture is strictly forbidden. Give your enemies the mercy of a swift death.

Oath Spells

You gain Oath spells at the following levels listed.

Oath of the Samurai Spells

Paladin Level Spell 3rd protection from good and evil 5th lesser restoration 9th beacon of hope 13th banishment 17th commune

Channel Divinity

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

Healing Pulse. Your spiritual power extends from you to cleanse the negative energies from your allies. You may use your Lay on Hands feature on yourself and all allies within a 10 ft radius. The effect otherwise acts as Lay on Hands.

Righteous Ferocity You horrify your enemies with the power of your righteous might. All enemies within 20ft must succeed on a Wisdom saving throw or be frightened until the beginning of your next turn.

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Decisive Strike

At 3rd level, you have learned to defeat your opponents through quick, conclusive blows. If you start a combat with your melee weapon sheathed, you may draw and swing your weapon in one action. If you land this blow, you deal an extra 1d6 points of damage. Regardless of if you hit this strike or not, you must sheath your weapon and spend your next turn refocusing to perform the strike again. During this refocusing period, you may perform any action that is not an attack. The damage you deal with your Decisive Strike increases by 1d6 at 7th, 15th, and 20th level, to a maximum of 4d6.

Compassionate Honesty

At 7th level, your compassion for your fellow man shines through into your words.You gain advantage on all persuasion checks as long as you speak honestly and frankly, and when you attempt to influence a person's status with you, a success increases their status by 2 stages.

Bolstering Pulse and Lingering Ferocity

At 15th level, your spiritual power and righteousness expand into stronger abliities. When you use your Channel Divinity, you gain enhanced features based on which you choose to use.

Healing Pulse. In addition to healing, you and your allies also gain +1 to AC and an additional 10ft movement speed for 1 minute.

Righteous Ferocity. The time for the frightened effect on a failed save increases to 1 minute.

Additionally, even when an enemy is able to shrug off your ferocity, some of that shakiness may linger. Unless the target rolls a natural 20 on their save for Righteous Ferocity, even on a successful save they still gain disadvantage on their next attack before the beginning of your next turn.

One Strike, Two Cuts

At 20th level, you have mastered your Decisive Strike to make an additional strike. When you perform a Decisive Strike, you may immediately resheath your weapon. If you do so, your second attack on your turn also gains the benefits of Decisive Strike. You may perform this second strike even if you miss the first strike. If you have more than two attacks in a turn, you may use this ability for each of your attacks, as long as you resheath your weapon before each strike. You may use this feature a number of times equal to your charisma modifier, and you regain these uses after a long rest.