Base Class: Paladin
The Oath of Bushido, or the way of the warrior, is an ethical code more than a religious belief system. The Oath of Bushido is deeply rooted in the belief that honor and loyalty to your virtues should be coveted above all else.
An Oath of Bushido Paladin rigorously trains their body and mind daily in an attempt to achieve perfection. It is said that the ideal Oath of Bushido Paladin is immune from the fear of death. Only the fear of dishonor and loyalty to their virtues motivates a true Oath of Bushido Paladin.
The essence of Bushido, a choice between life and death that promotes the latter as a courageous act of a warrior: In order to master this essence, you must die anew, every morning and every night. If you continually preserve the state of death in every day life, you will understand the essence of Bushido, and you will gain freedom in Bushido.
Tenets of Bushido
Rectitude/Justice - Rectitude is one’s power to decide upon a course of conduct in accordance with reason, without wavering; to die when to die is right, to strike when to strike is right.
Heroic Courage - To show courage every moment of living, in danger or not. Courage is doing what is right. To know what is right and do nothing is cowardice.
Benevolence/Mercy - Invested with the power to command and the power to kill, it is expected to demonstrate equally extraordinary powers of benevolence and mercy. Benevolence, is the highest attribute of the human soul.
Chivalry - True warriors have no reason to be cruel. They do not need to prove their strength. Warriors are not only respected for their strength in battle, but also by their dealings with others.
Sincerity - When one says that they will perform an action, it is as good as done. Nothing shall stop them from completing what one says they will do. One does not have to give their word, or have to promise, for speaking and doing are the same action.
Honor - The sense of Honor; a vivid consciousness of personal dignity and worth. One was born and bred to value the duties and privileges of their profession. Fear of disgrace hangs like a sword over the head.
Loyalty, Duty - One is responsible for everything one has done, and everything one has said, and all of the consequences that follow. One is to be immensely loyal to all of those in their care. To everyone they are responsible for, one must remain fiercely true
Warrior's Will
Using your extensive meditative training you have learned to channel your will into your weapon. You may use your CHA modifier in place of STR or DEX when calculating hit and damage with a melee weapon.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Bushido Spells table. See the Sacred Oath class feature for how oath spells work.
3rd level hex, zephyr strike
5th level misty step, blur
9th level spirit guardians, counterspell
13th level guardian of faith, private sanctum
17th level steel wind strike, dominate person
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
You gain two new Channel Divinity options:
MultiForm. As a bonus action you can summon three duplicates of yourself. They appear in your space and move with you, mimic your actions and shift position, causing your opponent to second guess which form is the real you. The duplicates last one minute or until destroyed. At any time you can dismiss the duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Charisma modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
True Intent. As a bonus action you can give yourself advantage on all Charisma based checks for 1 minute.
Aura of Honor
Starting at 7th level, you constantly emanate a calming aura while you’re not incapacitated The aura extends 10 feet from you in every direction, but not through total cover.
Any friendly creature is immune to being frightened
At 18th level, the range of this aura increases to 30 feet.
Honed Skill
Whenever a creature hits you with an attack, you may make a melee weapon attack against the creature as a reaction. You may also roll a d12 and add your Charisma modifier. If the result is an 8 or higher you may ignore the damage taken by the attack against you. You may only do this once per turn.
Way of the Warrior
At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can draw on all of your extensive training, gaining the following benefits for 1 minute:
- You have resistance to all damage.
- Your movement speed doubles.
- You do not provoke opportunity attacks.
Once you use this feature, you can’t use it again until you finish a long rest.
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