Pious Samurai

Class Features

As a Pious Samurai you gain the following class features.
Hit Points
Hit Dice: 1d10 per Pious Samurai level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Pious Samurai level after 1st

Proficiencies

Armor: Light armor
Weapons: Katanas
Tools: All simple tools
Saving Throws: Dexterity and constitution.
Skills: Choose three from: Persuasion, Nature, Stealth, Acrobatics, Performance.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
Light armor worth equal or less than 30 gp
Katana (variant).
1 gold.

Table: The Pious Samurai

Level Proficiency Bonus Features
1st +2 Quick Step, Parry, Obliterate Darkness
2nd +2 Choose Path
3rd +2 Dash
4th +2 Ability Score Improvement, Extra Attack
5th +3 Path Feature
6th +3 Precise Stance
7th +3 Heightened Senses
8th +3 Ability Score Improvement, One With The Scenery
9th +4 Quick Step Upgrade
10th +4 Path Feature
11th +4 Intimidating Aura
12th +4 Ability Score Improvement, Heightened Physical Capabilities
13th +5 Parry Upgrade
14th +5 One With The Blade
15th +5 High Jump
16th +5 Ability Score Improvement, Path Feature
17th +6 Extra Attack
18th +6 Intimidating Aura Upgrade
19th +6 Ability Score Improvement, Inner Tranquility
20th +6 Path Feature

Quick Step
Level 1: When in battle you can use a Quick step as a bonus action, to move 5 ft and make the next attack against you, at a disadvantage. At level 9 using Quick step also makes your next attack at an advantage.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Parry
Level 1: You can use parry as a reaction when you or someone within 5 ft of you are getting attacked. When you do instead of having your armor class determine if you get hit you make a Constitution saving throw. If it fails you take half of the damage. If it succeeds the attacker gets thrown of balance, and can now be attacked at an advantage. At level 13 you can hit the enemy right after parrying without having to do a hit roll.

Obliterate Darkness
Level 1: As an action, you can empower you call on the power of Amatsu-Kami to empower your sword with the power of the heavens. Attack a fiend or undead with a divine ray of light, and they must succeed a strength saving throw equal to 25 minus their challenge rating. If their challenge rating is 25 or above, then subtract their challenge rating from 40, and they use dexterity instead of strength. If your opponent rolls a natural 20 on the saving throw, then you drop to 1 hit point and you are incapacitated for 2 turns.

Dash
Level 3: A Pious samurai can use a bonus action to dash as far as his movement speed instantly dealing 1D6 pr 10 ft traveled if he dashes through or stops at an enemy. This can be used once per Pious samurai level, before needing to take a short rest.

Extra attack
Level 4: You can use your inhuman speed to attack twice times pr turn. At level 17 this increases to three times per turn.

Precise stance
Level 6: You can use a bonus action to ready your katana for a lunge. If you attack in this state you will deal double your basic damage roll in piercing damage. Can be used Twice before needing a long rest.

Heightened senses
Level 7: Because of your perilous training you become able to sense danger acutely. You gain 50 ft of blindsight, and you are able to hear things double as clearly as anyone else.

One with the scenery
Level 8: You as a master of stealth don’t attract any attention if you don’t do something incredibly noticeable.

Intimidating aura
Level 11: When you draw your blade, anything that can see you must make a intelligence saving throw to not get shaken. Only works on creatures the same or lower level than you. At level 18 the saving throw is at a disadvantage and if they fail the become frightened and if they suceed they become shaken.

Heightened Physical Capabilities
Level 12: As you keep training your body your Con, Str, and Dex stat cap increases to 30 and you gain 4 points in all. Your Movement speed also increases by 30.
One with the blade[edit]
Level 14: Your katana is basically an extension of your own body, and as such it you now get 5D8 extra damage on any attack made with it.

High jump
Level 15: With your impressive leg power you can now jump the full length of your movement speed both horizontally and diagonally. In combat this requires either a bonus action or a movement action. Only one can be used per turn.

Inner tranquility
Level 19: You have gained complete inner calm. You have thrown off all objective needs in this world. You gain immunity to being: Shaken, Frightened, Panicked, Confused, Fascinated, Charmed, Sickened and nauseated.